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Found 86 results

  1. dave7g

    Skyforce Reloaded

    https://www.youtube.com/watch?v=tZw0LacyXIs Excellent schmup/rpg sequel released today on PSN. One of the most satisfying casual shooters I've ever played. €8 or £5, a complete steal. Add me for highscores on PSN :Hoorhouse
  2. By Fool's Theory (ex-CD Project Red) Official Site Release Date: TBA ABOUT IMAGES VIDEOS How can this not be totally great?
  3. Titan Quest is my favourite ARPG of all time. Sadly, Titan Quest developer Iron Lore was shut down due to some funding issues despite everyone agreeing that Titan Quest, and especially its expansion Immortal Throne, was rather brilliant. Former members of Iron Lore went on to form Crate Entertainment though and through some kinda deals with former publisher THQ they were allowed to bring their Iron Lore engine with them and use it to start making a spiritual successor to to Titan Quest called Grim Dawn. As a massive TQ fan you can imagine I was rather excited when I found out! So what is Grim Dawn? Grim Dawn is an action role-playing game intended for digital distribution on the PC. It is being developed by veterans of Iron Lore entertainment, the makers of Titan Quest. Grim Dawn is being built with Crate's own improved version of the Iron Lore engine and toolset; the same technology used to create Titan Quest. As a spiritual successor, Grim Dawn will attempt to better perfect the magical formula of exploration, character advancement, and loot collection pioneered by Diablo. Players will be thrust into the dark, war-torn world of Cairn where a once proud empire has been brought to ruin and the human race driven to the edge of extinction. Cairn has become ground zero of an eternal war between two otherworldly powers, one seeking to use human bodies as a resource, the other intent upon destroying the human race before that can happen. This cataclysmic war has not only decimated human civilization but is warping the very fabric of reality and, in its wake, giving life to new horrors. For humankind it is the dawn of a grim new age where iron has replaced gold as currency and the importance of salt as a weapon makes it far too valuable to waste on food. Small enclaves of human survivors exist scattered throughout the world, holed up in hidden refuges. These humans have quietly watched the warring invaders destroy one another and have become wise to the strengths and vulnerabilities of their otherworldly foes. A few survivors have begun to exhibit strange new abilities after surviving possession or exposure to the warp. These unnatural powers are feared by some but give many new hope of launching a resistance to fight the "outsiders" and reclaim what's left of their world. They're implementing a moveable camera this time, a more advanced conversation system, and destructible environments. They're also planning on releasing through Steam (among others) and the game will of course have the same kind of brilliant co-op multiplayer that we all know and love from Titan Quest: Combine any of five distinct skill classes each with multiple skill trees in which to specialize. Advance your class mastery up to 75 levels to unlock dozens of powerful skills and synergistic modifiers. New classes will be periodically released through downloadable content. Destructible environments give evidence of your massive battles while collapsing stonework and flying shards of furniture can be used tactically to cause further injury to your foes. Dynamic Weather brings the world to life with region-specific climates and a variety of weather effects. A sunny day can cloud over with mild rainshowers that builds into a booming thunderstorm. Variable wind gusts blow grass and affect objects like windmills and window shutters. Gameplay systems designed to expand for 200 levels of character progression, equipment, and enemies to fight makes for ridiculous amounts of replay value. Connect with old friends or make new allies in glorious multiplayer. Specially balanced multiplayer encounters will put your teamwork to the ultimate challenge. Collect blueprints that allow you to combine salvaged components into unique crafted items and then, later, use those basic crafted items with higher-tiered recipes to complete items of unprecedented badassness. Camera rotation enhances the three-dimensionality of the world and gameplay while levels are still designed so that players are not forced to rotate the camera. Refined loot system drops less junk items and ensures more consistent rewards from hero and boss monsters. Satisfying enemy damage and death effects with an option to enable blood and gore. New quest and conversation system will allow players to choose quest paths and rewards, interact with NPCs in more interesting ways, and an intuitive quest creation wizard will make life a lot easier for modders. An NPC faction system lets the player improve their relations with different NPC groups to earn rewards as their favor increases such as merchant discounts, new items, and additional quest lines. However, aiding one faction could turn a rival faction into your enemy. Choose which side you will support! The ability to spend money to reclaim skill and attribute points alleviates the fear and frustration of having to make early, uninformed decisions that could permanently nerf a character. More features are in the works and will be announced as Grim Dawn nears release. Screens: The game is still early in development though they recently successfully did a Kickstarter to allow them to actually finish the game in a timely fashion. And for those wondering, yeah I of course backed them hard and even went for the $100 tier: "Boxed Special Edition of the game with physical game disk and soundtrack. This is for those fans who just want the boxed game at a lower price without a lot of other physical goods. + Small fold-out paper map + Everything from the Digital Deluxe Edition including the expansion and a digital copy of the game with access to the alpha and beta. Boxed and with a map And I'm in the alpha and the beta, woohoo! Latest update regarding the release date of each: Our current estimate is that alpha may be ready by the end of this year or early next year. We're working our hardest to make this happen as soon as possible but we need to produce a certain amount of continuous, playable content and complete certain technical tasks before this can happen. We expect beta to follow 4-6 months after alpha and then estimate August 2013 for the full release. I'm sure no one wants us to rush and release the game before it is ready though. After all, this is part of the reason we've avoided a standard publishing deal. So, please be patient; it will all pay off when we reach the finish-line. Edit (thanks to JPR for this info): missed out on the kickstarter but want to support Crate Entertainment and gain acces to either the alpha, beta, or both? you still can by pre-purchasing the game on the Grim Dawn website: As you can see, at least $35 gives you beta access on top of all the other stuff. They also have an excellent taste in beer which is always a plus in my book, never trust a guy who doesn't like a good beer: They released also some early gameplay vids of a few of the classes: Today Gamebanshee wrote about two former 38 Studios (of Amalur and dramatic closure fame) joining the Grim Dawn team: Im a refugee of 38 Studios. When it closed - scratch that - imploded violently, my love of Titan Quest (and the modding tools!) drove me to contact Arthur about working on Grim Dawn, probably one of the best decisions Ive made in a while.
  4. Qazimod

    Persona 4 Golden

    With the Euro release landing this week (Wednesday for SEN/PSN and Friday for brick-and-mortar retailers) I thought that it might be a good idea to get a thread started in preparation for Persona 4 Golden's release. Oh, and Yasawas and Dandy_Sephy expressed interest in seeing a dedicated thread. Released in 2009 on the PS2, Persona 4 arrived very late on Sony's last-gen console, but it's remained one of the most charming and rewarding JRPGs out there and is one of my all-time favourite games. It's a story that revolves around a group of high-school students in Inaba who stumble across an alternate world inside televisions where dangerous creatures known as Shadows roam. A friendly character within this world tells the students that someone has been kidnapping people and throwing them into TVs, and this provides the setup for most of the rest of the game, as the students set about exploring the TV world in order to rescue people trapped there and perhaps get more clues about the kidnapper and (ultimately) the nature of the TV world. The beauty about the Persona games – at least, the later ones – is that they are really several games rolled into one. Exploring the TV world forms the core dungeon grind, but the heroes are still only students, and get up to student-y things such as studying for exams, answering quick quizzes in class, hanging out with friends in a sort of dating-sim lite (without all the creepiness), working part-time jobs that help to boost stats and earn money, fishing for things at the river, accepting occasional sidequests from people in Inaba and more besides. Whilst you get to explore various different dungeons in the TV world, Inaba's available locations largely stay the same, and so variety comes from the in-game calendar. On each new day there may be different people in town that you can spend time with, different jobs available, books being released in the bookstore which you can buy and read at home to boost stats, and more besides. The calendar also serves as motivation to rescue people from the TV world before it's too late. Once you finish your school day and are free to explore the town, you have the option of entering the TV world through a large flatscreen in a local department store, which is the only way to enter dungeons and battle through them to save victims. The dungeon design is perhaps one of my favourite things about later Persona games, since each one is made up of several "floors", with the dungeon getting progressively harder from floor to floor, culminating in a boss battle on the final floor. It gives players a nice way of knowing if they're out of their depth and need to step back a few floors before progressing. Battles aren't random but are triggered in a stealth-lite format; if a Shadow spots you a "!" will appear above them and they'll give chase; if they strike you they will gain a free turn at the start of the battle; however, if you strike them without them noticing, your party gets the opening strike. The battles require you to take advantage of elemental strengths and weaknesses; the eponymous Persona that the students eventually gain are demons that can be summoned in battle and offer a selection of skills; buffs, nerfs, physical and elemental attacks, healing, etc. However, each persona can also be strong and weak against certain elements. If an elemental weakness is exposed on either a player or an enemy, a free turn is granted to whoever exposed the weakness. Therefore, a player who knows certain weaknesses in advance can exploit them one after the other with successive turns, knocking down enemies and potentially earning the chance to do a powerful "all-out attack" if all enemies are downed. In having such a satisfying combat system, giving the player plenty to do outside of the dungeon, and designing each dungeon to get progressively more challenging as the player escalates, it nearly always feels rewarding to play. There are a few difficulty spikes with certain bosses, but things only really get hard if you deliberately rush through dungeons and avoid encounters. Reading back through what I've written it sounds a bit like a review but I really just wanted to provide a primer for people who are new to Persona and want to know what all the fuss is about. If anyone wants to add anything I've missed, feel free. I should just stress that there may be some details I've missed and there may still be bits that will be confusing to newcomers when they get their hands on the game, so I hope that we can get some good discussion going between new and experienced players. I was impatient and ended up importing the US version (and I know others did as well) but if enough people are getting into this for the first time I'll probably start a new game with you all. PS EU Blog: A beginner's guide to Persona 4
  5. Development on Monster Hunter Stories began about two years ago. However, it’s a project that’s been five to six years in the making, and it’s something that came about due to some fans wanting an RPG set in the MH universe. Monster Hunter has focused on strengthening the player character, but it’s always been about the monsters. In this game, there are plenty of people who like monsters, but it is more of a sport to use them. The team took an approach to allow those who love the Monster Hunter world itself to experience that as well. Monster Hunter Stories is targeted at players of all ages (meh... ) who think they will enjoy the game. It’s for both series veterans and newcomers alike. Stories has pleasing visuals with a plot that never gets too serious, and features catchy designs with a simple approach (double meh.. ) to help achieve this. Monster Hunter Stories makes use of a Triangle Battle System including “Power,” “Technique,” and “Speed” commands. Originally, the commands included more complex ones like “Fight”, “Run”, etc. However, at one point, the staff took a simpler approach with turn-based combat and decided to base it on a triangle (triple meh... ). Monster Hunter Stories’ battles aren’t just based on luck to win though. Monsters have unique traits and capabilities. For instance, velocipreys have a “speed” habit. Often, there is a link between the monsters’ image and their resulting special habit. Monster Hunter Stories is true to an RPG, yet keeps that flavour of developing strategies to hunt monsters by researching them - like previous games. The protagonist can also battle alongside monsters now. These monsters are named “Otomon”. Although the protagonist can collect many monsters, he/she can only fight with one at a time in a battle. You’ll have the ability to change the monster (in the party) that is battling, though. While the protagonist battles with the monster, in the end it's the otomon that does the brunt of the battle. It’s said that if the otomon is the “attacker,” then the protagonist is the “Almighty Supporter”. Riding monsters will be possible in Monster Hunter Stories too. If the bond between the player and their otomon is high enough, this element of the game will be possible. All otomon have their own distinct traits and personalities. Players can build their bond by traveling together, playing with the monsters, talking to the monsters, and using them (what?). There will be new locations to stay true to the adventure aspect in an RPG. In Monster Hunter Stories, the protagonist will form bonds with monsters as a rider. So what would he think of the hunters? This will be a problem and question often addressed; a depiction of their different viewpoints of the matter within the Monster Hunter universe. The story is about the protagonist’s growth to adulthood within a world of monsters in an ever changing environment. The plot also involves how hunters and riders will cope with each other. The mainline Monster Hunter games deal with monster quests, but what if the monsters were (starting) to disappear? There are people who think life would be easier, and those that do not. As a final message, the developers ask fans to look forward to a game that both series veterans and aficionados of the series can enjoy. This title brings the world of Monster Hunter to all ages. It was an action game before, but now it’s an RPG. Teaser trailer: TGS 2015 trailer: Official Japanese website: >> http://www.mh-stories.jp/ Lots of new images have recently been published in the latest issue of Famitsu, and they sure look tasty! More images: Debut EU trailer: Monster Hunter Stories is due out in Japan sometime in 2016. At present, development is only 30 percent complete. Expect more new info following the full game reveal at this year's TGS
  6. Considering this game is due out next week, it seems a case of secret by name, secret by nature. I know top-cat has participated in a few of the beta weekends so hopefully he can chime in with some thoughts and impressions. In a time when fantasy MMOs seem to be dime a dozen, you'd think an MMO that tries to break the mould (in setting, if not gameplay), would stand out from the crowd but it truly seems as though there is next to no buzz at all for this game. Perhaps it's the curse of Funcom; perhaps people have MMO burnout or perhaps the game just hasn't been marketed enough. Whatever the reason, the game's themes and settings have certainly piqued my interest! I love all that creepy monster world behind the human world stuff a la Buffy, Angel, Grimm etc. The Premise Launch Trailer Key Features Choose a side. Join one of three secret societies – the Illuminati, the Dragon or the Templars – and battle with or against other players for world domination. The Illuminati, the Dragon and the Templars – each stand united in their war against the rising darkness, but divided in their pursuit for power. What secret society you choose to join will have profound, long-lasting effects on your gameplay experience. No classes, no levels. Total freedom of play. Experience a game that has no classes or levels. Truly freeform character customization allows you to create the alter-ego that you want to play. Choose from hundreds of different powers for your character without ever having to re-roll, completely eliminating the need to follow a set path of progression throughout the game. Choose the powers, the weapons and the clothing that you want to use. The Secret World does not force you down a set path of progression. You are free to do anything you want at any time. If you ever get tired of doing missions or slaughtering demons, why not return to your secret society and perform tasks for them so you can rise up in their order? Do so, and you will unlock even more powers, weapons, and even unique uniforms. And, of course, untold secrets! Explore stories and locations throughout our own, modern-day world Massively multiplayer online games have traditionally been set in medieval fantasy or science-fiction based worlds. InThe Secret World you get to explore known and unknown locations throughout our own, modern-day world, from bustling metropolises such as London, Seoul and New York, to exotic adventure locations throughout Egypt, Transylvania, New England, and beyond. Battle creatures of myth and legend! Hang out with your friends at a local pub in London, practice your newly acquired powers in the Crucible, and then travel to far-away lands, exploring everything from haunted castles to closed-off military facilities. Along the way you will battle monsters and other creatures of myth and legend, from vampires to werewolves, to gigantic metal golems and undead dinosaurs! A storyline unlike anything seen before in an MMO With the whole world, all its history, all its legends and all its myths to choose from, the developers of The Secret World are creating a story unlike anything you have ever seen before in a massively multiplayer online game. The Secret World features a unique, story-driven gameplay experience that explores the myths, legends and conspiracy theories of the real world. The Secret World brings MMO storytelling to a whole new level by putting you and your friends smack in the middle of an exciting, overarching storyline filled with memorable characters and unique missions never before seen in a game of its kind. Experience missions with a purpose, many of which go beyond the grind quests traditionally seen in massively multiplayer online games. Weapons and Powers The Secret World provides you with hundreds of different options for your character, from different weapons and clothing, to a vast set of different powers. As there are no classes or levels, there are no restrictions as to what to wear. You can pick up new pieces of clothing through missions or battle, or you can visit the shops in London, New York or Seoul and dress up your character any way you like. The powerful progression system allows you to pick and choose whatever powers you want, never restricted by class setups. You can acquire powers within anything from firearms to destructive magic, mix and match anything, or choose to specialize in a certain direction. Regardless of your choices, you will never be at a disadvantage and you can always play together with anyone you want to. Gameplay So, there are no levels? No. Well, kind of. But not exactly. You still have an xp bar. Every 25% you get an action point and every 100% you get a skill point. Action Points Action points go into your action wheel. You pick your weapon type and then spend increasing amounts of points to purchase abilities, which are either active (as in, you press a button to use them) or passive (they're 'always on, but usually only activate when a condition is met, like you critically hit an enemy or something). Each weapon is split into two tiers, the inner tier, which is again split into two groups, and the outer tier, which has more groups. The skill wheel looks like this: You never stop earning action points, but abilities cost more and more the further you delve into a weapon - beginning skills cost 1 point, end skills cost 50. There are 257 active abilities and 243 passive abilities. As mentioned, you never stop earning points, so theoretically you could eventually have all of them. You can only ever equip 7 active and 7 passive at once, for a total of 14 skills, but you can mix and match whatever you want, as long as you have the points to unlock them. One minute you could be a healer, healing a group through a dungeon and then with a couple of clicks you can completely change your build and equipment to become a dps, or a tank, or focus on pvp or whatever. It really is a great system. Skill points are spent improving your chosen weapons and are split into two paths: one is always damage and the other is tied to the weapon type. For example, hammers and blades have damage and survivability paths, since they're seen to be the tanking weapons. Pistols and shotguns have damage and support paths and fists have damage and healing etc. The first point in a skill path costs 1 skill point, the next costs 2, the next 3 and so on, so forth. The skill paths look like this: Decks If you're stuck on what build to go for, you could do a lot worse than opt for one of your faction's 11 pre made decks. These decks are almost like starter builds, to give you an idea of how the synergy between the skills works. Selecting one will highlight where to spend your points to complete the build, though you're not forced to follow this. Upon completion you will be given a very special faction-specific outfit for your troubles, such as those seen below. Please bear in mind that whilst a Templar can build the same deck as the Dragon Warlord, they will not receive the outfit for it. Also worth mentioning is that the deck outfits are classed as 'multislot' outfits in your dressing room, meaning you either equip all of it or none of it - sadly you cannot equip only certain parts. The Illuminati Mercenary The Illuminati Thaumaturge The Illuminati Gunslinger The Dragon Ninja The Dragon Martial Artist The Dragon Wu The Templar Puritan (you too can look like Alan Moore!) The Templar Exorcist The Templar Paladin Once you've unlocked these costumes, you can continue to wear them whenever you want - even if you change builds and weapons. Because of the way the game works, you never stop earning action points, so eventually you could have every single deck and costume at your disposal. Gotta catch em all! The rest of the decks can be seen Here In game shots of the decks can be seen at the links below: Illuminati Templar Dragon How does questing work? Every quest, except main story and investigation ones, can be repeated once every 24 hours. They always award the same amount of xp they did the first time. This means you can group up with anyone at any time and not worry about not being rewarded because everyone earns skill and action points at the same rate, but people who have been playing longer take longer to buy new skills as they cost more, as mentioned above. Let's say you've been playing throughout early access and then your friend starts playing with release tomorrow. You're worried because you've spent points in a tree, you'll be too powerful, right? No worries! Just equip a new type of weapon you've not spent any points in and you've effectively just reset yourself to your friend's level. You'll earn the same amount of xp and points and can spend them in your new weapon and effectively 'level up' all over again, or pool the points to spend in your 'main' set of weapons. All quests are split into tiers, which are effectively stages. For example, tier 1 might be to collect the components to make mines. Tier 2 will be to plant the mines and tier 3 will be to lure enemies into the mines. Each tier updates on the fly - no need to run back to the quest giver at all! Quests come in distinct flavours: Action - these are your typical 'go kill x enemies' quests, but the tiers help make them more varied. Item - these start as your typical 'go collect x items' quests. Sabotage - these are stealth and puzzle based quests that task you with avoiding traps and enemies to complete. Investigation - these are my favourite types: puzzle quests! These are meant to tax your brain and you're given absolutely no ingame help on how to solve them - you're just given clues and have to figure it out yourself. For example, you might be played a message in morse code and it's up to you to research what the message means to figure out the next part of the quest. The game features a fully functional ingame web browser, so you can google and Wikipedia clues to help you find solutions (or the answers, if you want to cheat yourself out of some of the best content the game has to offer). For example, your clue might be a plaque in memory of someone. Googling their name reveals that person used to be a painter, and you remember that you saw some paintings hanging in a building nearby, so you go check them out and discover your next clue, which is a riddle. Solving the riddle reveals a bible reference, so you either google or look through a bible (in the real world, not in game) to find your next clue and so on. They really are fantastic fun and give such a sense of accomplishment when you solve one! Story quests - these are the main story quests that further the plot. They're not meant to be completed all in one go - they cover the entire area so you're meant to do them alongside the other quests. You can only ever have 5 quests at a time and sometimes accepting a new quest will cancel an existing one (the game warns you and asks if you're sure, don't worry). You might think this is shit and you have to start all over again but you don't - the game remembers where you were in the quest chain and you just pick up where you left off! A fantastic feature! But how does gear work? Your gear is split into talismans - wrists, head items, belts, necklaces and rings - which provide stat bonuses (more crit rating, more healing or whatever). This gear doesn't actually show on your character, they're just for stats. Then you have your weapons, which also have stats on them. Gear and weapons are split into quality levels, and you have to have spent into a certain amount of skill points in the tree above in order to use them. This is where the gear progression comes in. As stated above, you can just equip a new weapon type you've not spent any skill or action points in to quest with friends without totally overpowering things. Your clothing - what you actually see your character wearing - is totally cosmetic. You get clothes from quests, dungeons, drops, faction rewards and you can buy them from shops in game or using the real money shop. The game really ties together well. Everything compliments everything else into a really tight, cohesive package. Trailers and Gameplay Vids Previews http://www.computera...as-newest-mmo/# http://uk.pc.ign.com.../1220687p1.html http://www.pcgamer.c...out-compromise/ http://kotaku.com/59...-amusement-park Screenshots So who is playing? The forum server is Arcadia Forum name - Character Name - Society Templar Doctor Shark - Kelsten moosegrinder - Jenfinity Spork: Ojoj idespair - Cypri Illuminati top-cat - Blackdawn Dax - Daxen Cokezero - Raynee SuperMbo - Swearengen Xibxang - MammaTang Fneeb - Fneeb Mogster - Starmix Dragon El Spatula - Indranel Flub - Worldwalker Motivator - Evamortti Here is an awesome shot of some of the Rllmuk team after successfully completing the first game dungeon, 'The Wreck of the Polaris' L-R: MammaTang, Fneeb, Kelsten, Ojoj and Blackdawn.
  7. Moz

    Mass Effect 3

    From VG247. Fingers crossed. I can't see a new IP what with TOR and DA2 already on the boil. What are you guys hoping for from ME3?
  8. dirk_beefhammer

    Tyranny - new RPG announced by Obsidian

    So Obsidian's next game is not Pillars of Eternity 2, though going by screenshots it looks like it's another RPG in the same style. The premise is a bit interesting: At the start of the game, the bad guys have already won, and you play as some sort of judge on their side (plenty of potential for Obsidian's usual choice & consequence style here). Couldn't really find much info other than that (nothing about platforms either, but PC is surely a given), but it should be out in 2016. Here's the PR blurb from the game's website:
  9. I just thought we could start splitting out more of the discussion from the Nintendo Direct thread into individual discussions. As you can see from there a discussion has started about how this remake is going to change elements of the game (rather than just being up-rezzed) with the brand new visuals being very apparent and Nintendo apparently saying they are examining gameplay elements. So I'd take the fact that this IS NOT simply The Wind Waker HD as the kicking off point for the discussion.
  10. By Spiders Studio & Focus Home Interactive Official Site Release Date: May 9th ABOUT IMAGES VIDEOS The only thing that kind of worries me is that we haven't seen any gameplay yet but if the screenshots and trailers are anything to go by, the presentation is really good.
  11. Monkeyboy

    Skyrim: Recommended mods

    I thought it might be worth starting a separate thread for this. There's probably already a few recommendations in the Skyrim thread, but as it's so huge, they're liable to get buried in there. It's partly for my own benefit as well, as I'm about to start playing it properly on PC, and would like to know where to start. If we all think it's a good idea, I'll keep this first post updated with anything that gets recommended. EDIT: If the list starts getting big, I'll split them into categories. For now, I'll just add links and a quick description to the list below. ------------------------------- DLC High Resolution Texture Pack Free yumminess, courtesy of Bethesda. MODS Sounds of Skyrim - The Dungeons 90+ new sound effects for dungeons. What was that?? Unhh, must've been the wind. (Memory leak with this mod which hasn't been fixed, use at your own peril) Detailed Cities Extra stuff in the cities, barrels, rugs, trees, smelters, dogs etc. Arrow in the Knee Dialogue Remover Do we really want to listen to a guard and his knee related injuries? No. SkyUI Improve Skyrim's user interface Quality World Map with Roads Draws all the roads on the world map, so you can actually see them! Cinematic Lighting ENB Cooler lighting. Before and after shots here. Skyrim HD Alternative to Behesda's high rez texture DLC. TWEAKS (The following 7 tweaks courtesy of Mr Gerbik). Enable tree and rock self-shadowing (makes the landscape look nicer, barely any impact on performance) Go to C:\Users\[uSERNAME]\Documents\My Games\SkyrimOpen SkyrimPrefs.ini (in notepad or by right-clicking on it and selecting 'edit')Change bDrawLandShadows=0 to bDrawLandShadows=1Change bTreesReceiveShadows=0 to bTreesReceiveShadows=1Increase the draw distance (if your PC can handle it, makes a HUGE difference to the visuals in the game) Go to C:\Users\[uSERNAME]\Documents\My Games\SkyrimOpen Skyrim.ini (NOT SkyrimPrefs.ini!!)under [General] change the 'uExterior Cell Buffer' line to read 'uExterior Cell Buffer=64' and add the following lines underneath it: 'uGridsToLoad=7' and 'iPreloadSizeLimit=51380224'It should look like this... Note from Mr. Gerbik:once you create a save file with the grids increased to 7 you cannot load that save again if you revert back to 5 grids for whatever reason! Use a new save to experiment with this to see how it works out for you. (edit: you might want to back up both ini files after confirming your tweaks work in case Steam ever overwrites them) (edit: dood says you can in fact revert to an earlier save, but I would as always advise caution when it comes to this - I've had no problems with it at all though) All this is without using any user-made shaders or whatever mods, just simple tweaks to bring out what is already there in the engine - and it looks glorious. High quality shadows (gets rid of blocky shadows. Improves them dramatically, but at the cost of a decreased draw distance) Go to your SkyrimPrefs.ini file in C:\Users\*USERNAME*\Documents\My Games\Skyrim\ directory and change these values: iBlurDeferredShadowMask=5 fInteriorShadowDistance=3500.0000 fShadowDistance=3500.0000 iShadowMapResolutionSecondary=4096 iShadowMapResolutionPrimary=4096 fShadowLODStartFade=200.0000 iShadowMode=4 iShadowMapResolution=4096 fShadowBiasScale=0.1600 iShadowMaskQuarter=3 iShadowFilter=3 If you have a more powerful gaming PC you can use these values instead for an increased draw-distance (on Mr Gerbik's sexy i7 2600k, 580, 8GB PC he can use the increased grid tweak and these shadows together and still get 60 FPS but YMMV): iBlurDeferredShadowMask=7 fInteriorShadowDistance=3500.0000 fShadowDistance=4000.0000 iShadowMapResolutionSecondary=4096 iShadowMapResolutionPrimary=4096 fShadowLODStartFade=200.0000 iShadowMode=4 iShadowMapResolution=4096 fShadowBiasScale=0.1500 iShadowMaskQuarter=3 iShadowFilter=3 Turn compass offGo to C:\Users\USERNAME\Documents\My Games\SkyrimOpen SkyrimPrefs.ini, and search for [interface] sectionChange bShowCompass=1 to bShowCompass=0Turn off quest markers Go to C:\Users\[uSERNAME]\Documents\My Games\SkyrimOpen SkyrimPrefs.ini, and search for [GamePlay] sectionChange bShowFloatingQuestMarkers=1 to bShowFloatingQuestMarkers=0Change bShowQuestMarkers=1 to bShowQuestMarkers=0Mr Gerbik says: I only turned the floating quest markers off myself, and let bShowQuestMarkers as '=1' because I wanted to have to check the map if I didn't know where I was going. Without the compass and the floating quest markers I find the game a lot more immersive but I can still use the quest markers by activating a quest and looking up the marker on the world map. Turn off health regeneration To do this open the console by pressing '~' and type in: Then save your game and load it up again. Increase FOVGo to C:\Users\[uSERNAME]\Documents\My Games\SkyrimOpen SkyrimPrefs.ini, and search for [General] sectionAdd fdefaultfov=XX at the end of the section. (where XX is the FOV value you want to change to). For example add fdefaultfov=80Open Skyrim.ini, and search for [Display] sectionAdd fDefaultWorldFOV=XX (where XX is the FOV value you put in fdefaultfov)Add fDefault1stPersonFOV=xx.0000 (where XX is the FOV value you put in fdefaultfov)Mr Gerbik says: I recommend FOV 80 as that seems to be the sweet spot for Skyrim, usually I would use 90 but that leads to some graphical ugliness with your on-screen arms.
  12. roskelld

    Elder Scrolls Online

    Live Action Trailer Some gameplay Beta Signup http://signup.elderscrollsonline.com/ That live action trailer, while saying nothing about the game, is damn impressive. I'd watch a full movie of that style for sure. I decided to take a punt on the beta. Never really played that many mmo's before, but why not give this a punt if I get on.
  13. Ferine

    Lords of the Fallen

    Surprisingly this game didn't appear to have its own thread, so I imagine its existence will be news to some despite being scheduled for release late this year. A lazy "this plus this" overview would be Dark Souls crossed with Darksiders. IGN have the first gameplay footage which shows a decent chunk of combat: It looks very Souls-esque in general approach, albeit less austere, and I think the aesthetic is very well executed even if it's not really to my tastes. Zelda is referenced in the video although the footage on display shows no evidence of environmental puzzling, so I'm not sure if that's a reasonable expectation or not. Definitely seems like a game to keep an eye on, and further evidence that 2014 will be a great year for action RPGs; Dark Souls 2, Witcher 3, DA: Inquisition, etc.
  14. Keyboard Koala

    Pokémon Omega Ruby/Alpha Sapphire

    Well this came out of nowhere... E3 2014 trailer: Pokémon Omega Ruby and Pokémon Alpha Sapphire are a fresh take on Pokémon Ruby and Pokémon Sapphire, which launched in 2003 and were fan-favourite hits on the Game Boy Advance system. The new titles promise to take players through a dramatic story within a "spectacular new world".
  15. The return of Shadowrun, a sequel to the tabletop and then MegaDrive and SNES cyberpunk hacker RPG from the 90's. The license has been bought back by it's owner (Jordan Weisman - he of Mechwarrior and original maker of Shadowrun among others fame) and off the back of Schafer's successes, a Kickstarter project has been started for it; http://www.kickstart...urns?ref=search If you've not played the original, go and get zsnes or something and play it now. Played it now? Good, innit? Anyway, it's looking quite interesting, going to be isometric (as the original was) and have turn based combat "like Xcom" but more contextual - he seems to be a fan of the term, it's mentioned a few times - when you go into the combat. Will have "4 Dimensions" in it apparently in a similar vein to the SNES original with an ability to walk about in the cybernet like various 90's games as well as more normal pottering about in the real world (set in Seattle where it's originally based apparently) to find clues / speak to NPCs etc and I couldn't really tell what the other 2 dimensions would do, one of them to do with magic. It's basically a bit like Blade Runner but with Orcs and what not, this is from the kickstarter page but actually makes it sound a bit too much like a teenage Games Workshop fans' wet dream; "The game world’s origin story mashes-up the dystopian Cyberpunk future of a Blade Runner with the high fantasy creatures and races of a Lords of the Rings in an organic way that produces iconic characters, environments, and situations." A bit wanky but kind of sums it up. They're on $800,000 and if they get to the million before time is up (another 18 days) then they will also put in another city to run about in, which would be nice. Anyway, I only found this while looking at an update for DoubleFine Adventure, even though it had been mentioned in the Wasteland 2 thread but after the absolute shitty mess that was the idea of making that Shadowrun team based FPS that came out a few years ago (which they actually apologise for in the launch video, so hats off) I never, ever thought I'd see the day that this might get made. So if you were a fan, give them a few quid and hopefully it will be good. For completion, I have to mention that his devco are apparently now a maker of iOS games and "Tablet and PC" are listed as platforms for development, so there is some potential concerns it will be up-ported to PC and actually be made in some sort of painful touch-screen friendly way but I hope that it won't be designed for phones first.
  16. Paulando

    Paper Mario Sticker Star (3DS)

    Probably deserves it's own thread by now as it's a brilliant little title, but seems to have been shunned by the gaming press. From the Nintendo 3DS thread:
  17. Very first scan from this week's Jump magazine. Ifrit now looks like Aphex Twin? US trailer: Final Fantasy Explorers is an action role-playing video game featuring single-player and multiplayer modes. The player starts the game on an island featuring various locations, but can access other areas beyond the island on foot. The main goal of the player is to collect crystals scattered across the world. Unlike other narrative-driven entries in the Final Fantasy series, Explorers follows a quest-driven structure similar to Final Fantasy Crystal Chronicles and Capcom's Monster Hunter series. Quest difficulty can be manually adjusted. Unlike previous entries in the series, chocobos, a recurring galliforme bird in the series, will not be available for riding. Player characters engage in fights with classic Final Fantasy enemies and summons including Ifrit and Bahamut. There are eight character slots available, with monsters defeated in battle assigned to four of them. Characters are assigned character jobs as with early Final Fantasy titles, including the White Mage, Black Mage, Monk, Paladin and Dragoon among others. Aside from these, there are also character jobs exclusive to the title. Players start the game as a Freelancer, able to adapt themselves to various skills before choosing specific jobs. There are over five hundred different pieces of equipment available for creation from material that is either found on the field or won in combat. The characters are given a maximum of eight skills to be used in battle, and can learn skills for certain jobs which can be used with other jobs when mastered. Using abilities costs a certain amount of magic points, but costs less if a character uses a skill linked to a specific job. Skills can also be cancelled in battle. For multiplayer matches, a maximum of four players can use both the Nintendo Network and conventional Wi-Fi to enter a playing session. So basically Final Fantasy jumping on the MH bandwagon...
  18. I thought this deserved its own topic since plenty of people on here are getting hot and bothered about this game but the discussion is currently split across the Steam and the GOG threads. Legend of Grimrock, made by Finnish indie developer Almost Human, is an old school dungeon crawler inspired by the likes of Dungeon Master, Eye of the Beholder and Ultima Underworld. As you can tell from the pre-order trailer below, it's very deliberately old school. It has grid-based movement, but you can also look around with your mouse and it features real-time combat with 4 player characters in two rows of two (so ranged characters go at the back naturally). The game releases on April 11th on Steam, GOG and the official Legend of Grimrock website. There is no store page for it yet on Steam, but you can already buy it on the website and on GOG for a 20% discount. If you buy it from the devs directly you get both a Steam key to immediately activate the game on Steam (it has Steam Achievements btw) and a standalone installer. If you buy it on GOG you only get the standalone installer. For pre-purchasing this lovely looking game you get all these nice digital extras on both sites: - A beautifully crafted game manual - Legend of Grimrock world map - Custom made grid paper to print out for all your mapping needs (allegedly not on GOG) - Grimrock theme music - Wallpapers - Art sheets illustrating foul creatures of Mount Grimrock - Team photo Custom made grid paper - they know their audience As far as I can tell, the pre-order on GOG doesn't come with the grid paper btw. I can confirm that the grid paper (and the manual for that matter) is very nice indeed but you'll only need it if you choose to play the game in the optional 'old school mode' which turns the auto-map off completely. Rock Paper Shotgun are wanking themselves silly over Legend of Grimrock, in their latest fanboy article they list the 11 things they're looking forward to most. I'll post it here in its entirety because it also illustrates how great this game is hopefully going to be if you still fondly remember Dungeon Master and the like:
  19. This might be good, so here's a thread... Presenting The Legend of Legacy, FuRyu’s upcoming 3DS RPG from seasoned creators who come from the SaGa and Final Fantasy series. The game is set on the unknown island of Avalon harboring the heritage of the gods. There is no one set route for the story—the player will be able to progress the game freely. Because the map is available from the start of the game, players will want to use it to aid their exploration. Each time you discover a new map, the number of areas you can adventure to increases. This sequence repeating, players will discover the secrets hidden on the island. Seven adventurers will challenge the legend of Avalon. Players will select their main character from among them and create a party of three from those that remain. In “Initium City,” players can swap out and replace party members. First off, Meurs is 27-year-old male elemantalist. Liber is an 18-year-old male treasure hunter. And Owen is a 36-year-old male bounty hunter. Bianca is a female of unknown age with amnesia. Garnet is a 20-year-old female knight. And Eloise is a 24-year-old female alchemist. Finally, Filmia is a frog prince of the Kael Tribe of unknown age. According to game designer Kyoji Koizumi, who also comes from the SaGa series, he wanted to make a game without quests, where players can find out what to do on their own. But they knew if there wasn’t any guidance, some players would feel stuck. So The Legend of Legacy provides one big objective, then leaves it up to the player to figure out how to do that, uncovering things along the way. In the game world, magic can only be used on Avalon, where the game is set. According to Koizumi, the magic in this game is different than magic in other RPGs for that reason. There won’t be any human-versus-human battles, but there are beings that are different from monsters, Koizumi said. And as you get into the latter half of the game, you’ll fight them more often. The island of Avalon is dotted with ruins. Koiziumi wants players to enjoy figuring out the mystery of who used to live there, as well. The Legend of Legacy is due out for 3DS in Japan on January 22, 2015. When was the last time we had a good JRPG featuring a frog protagonist eh? And it looks beautiful to boot: Debut trailer: Seems like they took more than one leaf out of Bravely Default's book...
  20. Getting released on both eShop and cart in the summer: http://www.vg247.com/2013/04/04/etrian-odyssey-4-headed-to-europe/ Anyone excited about this? I tried to get into the first one but didn't really get anywhere (they're something of a Roguelike, with insta-death etc).
  21. Time to split away from the main thread I think (so the cryers don't cry when the tweaking talk begins). Minimum System Requirements Windows 7/8/10 (64-bit OS required) Intel Core i5-2300 2.8 GHz/AMD Phenom II X4 945 3.0 GHz or equivalent 8 GB RAM 30 GB free HDD space NVIDIA GTX 550 Ti 2GB/AMD Radeon HD 7870 2GB or equivalent Recommended System Requirements Windows 7/8/10 (64-bit OS required) Intel Core i7 4790 3.6 GHz/AMD FX-9590 4.7 GHz or equivalent 8 GB RAM 30 GB free HDD space NVIDIA GTX 780 3GB/AMD Radeon R9 290X 4GB or equivalent Modding It's quite likely that the Nexus will be the primary source of mods; and it's likely there will be Steam workshop support. http://www.nexusmods.com/fallout4/? Games settings, performance, options Configuration ToolShadow Boost - See the performance\tweaking section below for infoGameplay Full Dialogue InterfaceClassic VATSCarry Weight ModificationInfinitie fusion coresConfigurable Power Armor Fusion Core DrainAll the perksNo perk level requirementsEasy lockpickingEasy hackingAlternate Start (a must for new game+ onwards playthroughs)Better item sortingCraft weapons, armour and clothingWorkshop Longer Power LinesVisual/UI Black pipboyImproved pipboy mapPlaystation buttonsForumite Mod LIsts Mentazm's List Focus on texture and visual improvements; plus some mods to improve workshop craftingPerformance & Tweaking The big performance killers are 'shadow quality' and 'godrays'.Godrays can be turned down; as higher settings hit performance considerably without a large relative gain in image quality.Try windowed borderless mode if you experience frame-time stuttering.Shadow Boost Even on high end systems, with shadow distance on Ultra in built up areas the frame rate can dip well below 60fps, so set to High or even Medium to alleviate those more dramatic drops in and around Diamond City. It's not ideal, as the drop to Medium does make the city-scape look flat when shadows aren't being rendered; but is crucial to retain a high frame-rate. A good option here is to install 'Shadow Boost'; a mod that dynamically adjust shadow distance to retain a target frame-rate. Gopher has a great video showing how it works here His recommended settings for the mod are:- [MAIN]fTargetFramerate=59.0fShadowDrawDistMin=2000.0fShadowDrawDistMax=9000.0Links Nvidia Graphics Performance and Tweaking GuideFix the mouselook vertical axis having a slower speed than horizontalUnlock Frame Rate, Change FOV, Skip Intro Video, Unlock Console, 21:9 Support and Remove Mouse Acceleration + Other Fixes
  22. Keyboard Koala

    Mario & Luigi: Dream Team Bros.

    I'm not the biggest Mario & Luigi RPG fan, as I didn't really like Superstar Saga (I wanted an overseas Tomato Adventure, but Nintendo chose the safe path by replacing DeMille with the more familiar Mario bros), nor Partners In Time, and I haven't even given Inside Story a try yet. Still, Dream Team Bros. looks so damn' charming, I'm actually looking forward to it. The premise is that the brothers along with Princess Peach are on vacation in Pi'illo Island. Something happens, Princess Peach gets kidnapped - yet again, and it's up to the two heroes to save her. Business as usual, except now Mario will have to pull an Inception into his own brother's dreams to save the day. Exploring locations on Pi'illo Island will be just like past games, only now you'll be moving about in a 3D environment. The main feature of this game is that Luigi has the ability to open the dream world entrance once he falls asleep, so Mario can enter the portal and navigate the 2D platformer-like environments. Luigi will also join you in the these dreams, and it's here where Luigi will really shine. Certain areas in the dream world find Luigi merging with the background, and you have to manipulate the real Luigi sleeping on the bottom screen to use dream Luigi's new special abilities. For instance, some parts will require you to pull on Luigi's mustache in the real world in order to help launch Mario to greater heights in the dream world. In other sections, you'll tickle the real Luigi's nose so dream Luigi can sneeze background blocks into the foreground or blow away obstacles. The whole point of entering these dreams is to free Pi'llos, ancient inhabitants of the island that have been trapped in the dream world. In fact, the magic pillows Luigi sleeps on to trigger the dream portal are the bodies of these Pi'llo people! The big evil of the game trapped the Pi'llo people with dark stones, and you have to find and destroy various amounts of dark stones in the dream world to free the Pi'llos. Once free, they'll aid you in different ways on your quest. While in the real world, turn-based battles play out the same as in past games. Jump attacks, hammer attacks, and Bros. attacks all return, requiring timed button presses to increase your attack powers. You'll enter turned-based battles in the dream world as well, and it's here where things get trippy. In this situation, Luigi merges with Mario, his/their total HP increases, and you'll have the extra power of multiple Luigis with every attack. For instance, execute a successfully timed hammer attack and a few more Luigis will appear after your strike to perform their own hammer attacks. Pull off the jump attack and nearly a dozen more Luigis will fall from the sky to perform their own jump attacks. Oh, and it gets even crazier with the "Luiginary Attacks" (...) - just one of the many Luigi-related puns.. One example is called the "Luiginary Ball". Mario will jump on a big ball made of Luigis, then players will have to steer this ball with the gyroscopic controls so you can run over even more Luigis, thus increasing the size of your ball. The attack ends after you kick this giant Luigi ball to steamroll groups of enemies. Screenshots: Official trailer: Set for a July 12th release in Europe, Mario & Luigi: Dream Team Bros. looks like a surefire hit on Nintendo's popular portable console. Can't wait!
  23. Here's the trailer for Shin Megami Tensei IV, the sequel to Lucifer's Call/Nocturne, that came bundled with the recently released remake of SMT: Soul Hacker (also on 3DS): http://www.youtube.com/watch?v=Ynm0dZ5mcTY No other news to report, besides this being 3DS exclusive for the time being. It's not a lot to go on, admittedly, but might as well start the thread now. In the meantime, here's a subbed trailer for Soul Hacker. It's a remake of the 1997 Sega Saturn game which, by most accounts, is actually very good. I'm sure it'll warrant its own thread at some point, providing it gets localized:
  24. Keyboard Koala

    Project X Zone

    Dunno if people been following this, but for some weeks 3DS fans have been teased by Capcom, Namco and Sega about an upcoming new game that is being developed by teams from those three companies. Several teaser images (feat. chromosomes that resemble videogame characters in a petri dish) have been changed from time to time, and now the final teaser image has been put on their website ( > http://pxz.channel.or.jp/ ), together with a countdown that'll reach zero on April 12, 2012. Supposedly that's when the mystery title will be revealed. Tbh, I haven't got a clue what kind of game this will be, but a co-operation between Capcom, Namco and Sega surely has piqued my curiosity. Stay tuned! EDIT: Apparently the final teaser image is no longer there, but this is how it looked like (plus what the internet community thinks it means): Devilot! Batsu! Kos-Mos! B-Bahn?! Whatever the characters may be (nice to see Bruce Willis in there too - if you know what I mean), I still have absolutely no idea what to expect here... Most rumours seem to go for the cross-over beat'em-up theory. There are indeed a lot of characters from fighting games (Fighting Vipers *swoon*), but then why pick the 3DS as the platform for it?
  25. Jamie John

    Xenoblade Chronicles 3D - n3DS only

    Owing to the recent forum attitude that we should avoid megathreads whenever possible, I thought I'd create a thread for the n3DS version of Xenoblade Chronicles, where new players can share their experiences, tactics and observations without having to worry about potential spoilers in the original Wii version thread. I'm also endeavouring to generate a bit more hype for the game, seeing as it's the first (I believe) n3DS exclusive and it's launched with relatively little forum fanfare, which is a surprise considering that the original game has been regarded as one of the finest JRPGs of recent years, comparable with the likes of Persona 4 Golden and Ni No Kuni. Having never owned a Wii, when I bought my Wii U last year Xenoblade Chronicles was the game from the Wii's back catalogue that I was most looking forward to sampling. I was disappointed, therefore, to find that you'd be hard pushed to buy the game for less than £60, and so when I heard about the upcoming port it was the biggest factor in my decision to by a n3DS XL upon release. This is the first time I've ever bought a console at launch, and I bought it for this game, so here's hoping it delivers! As ever, following the game's release date on 2 April all of the prices have gone up by a few quid. The cheapest I can find it is for just under £30. Not that I want to encourage any impulse buys, but if it's anything like the original, and owing to Nintendo's recent habit of not producing that many copies of new games, I expect this'll be quite hard to come by in the future. The fact that it's n3DS exclusive probably means that it's had a limited production run, too. Personally, I don't take any chances with Nintendo games and pre-order the ones I'm interested in. As they keep their value well, you can often sell them on again without making too much of a loss. I'm only about four hours in, but for newcomers I'd advise you to just stick to the story quests to begin with and don't stray too far from the beaten path, as the first area's very open and you might end up becoming overwhelmed and/or confused. I just started exploring from the very first area and got a bit bored, in truth, traipsing across endless fields and killing rabbits over and over again. I know much more about what I'm doing now and am enjoying the game a lot more having followed the story markers for a bit and triggering a number of additional tutorials. Also, if you're impatient like me you'll probably want to increase the speed at which the camera rotates in the options menu. Reviews: Original Wii thread Xenoblade Chronicles X thread
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