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Jeux vidéo : Amis des pixels ou de la Next generation bienvenues !
The game would involve time-travel and feature both historical characters such as Albert Einstein and Amelia Earhart, as well as fictional ones (Cyrano de Bergerac)
Why there are no super-hero RPGs? Hero Games tried to answer that in 1992… and never made it. They attempted to adapt their tabletop ruleset, Champions: The Super Role-Playing Game, into a full fledged CRPG, that allowed you to customize your spandex and everything.
A third game was worked on, to be named Arthurian Legends. Little is known about this title, there are no screenshots, and even its status as a Worlds of Ultima game is often questioned, but still I can’t help but get excited at the concept of the Avatar facing Mordred alongside King Arthur and his Knights, plus whatever craziness ORIGIN had in store – including Warren Spector.
More than 15 years later, an innocent user at the RPG Codex opens a thread asking a simple question: “Why did Sir-tech go bankrupt?“. To answer his question, one Cleve Mark Blakemore emerges and starts wild rants about his work on Stones of Arnhem, Sir-Tech’s bad management, the mental state of the team and on how the artists were designing oddly sexual creatures – including a “Penissaurus”.
Lost Vale was an expansion for Ultima VIII: Pagan. It was 100% finished, ready to be copied & shipped… but then someone at EA changed their mind and the game was shelved. Correction, it WASN’T shelved. Nor archived in any way, and all data were lost. Yeah, that actually happened.
Our good friends at Larian Studios had a rough start.
Baldur’s Gate III wouldn’t be a direct sequel to the first two games. Instead of powerful bhaalspawns running around Faerûn, this one would focus on low level characters – the Baldur’s Gate name being just a legal exploit, as the D&D license had gone to Atari. It was first mentioned around 2001, and would use a new 3D engine, the cursed Jefferson engine (only used by two games – both on this list)
The other game that used the infamous Jefferson engine, the *cough* real *cough* Fallout 3 was codenamed Van Buren, and was far under development when Interplay closed down Black Isle Studios in 2003. It would tell the story of a fugitive prisoner in the American southwest, featuring both turn-based and real-time combat modes
This one isn’t a professional project, not even a full blown game, but it’s one of the most fondly remembered canceled titles.
The closing of Troika in 2005 was a huge loss for the CRPG world, but knowing that they were working on a Post-Apocalyptic RPG only makes things worse.
The story goes that in 2008 GRIN studios was developing a viking-themed action-RPG and pitched it to Square-Enix.
Created by a group of long-time modders, this indie title was heavily inspired by Baldur’s Gate II, presenting a Byzantine-inspired setting, various recruitable NPCs (some of them romanceables) and a very interesting magic system, where you had a limited energy pool and had to allocate it among offensive, defensive and curative spells as well as your magic items. The game was under development since 2005, but sadly got canceled in 2011.
SEGA announced this Alien based RPG back in 2006, to be developed by the veterans at Obsidian Entertainment. The game had a clear Mass Effect influence, would focus heavily on survival, with real-time squad combat, lots of dialogs and even some base-building.
It was an average day at the Codex, we were bitching about modern popamole games and fighting over the proper RPG definition, when suddenly a wild developer appears and tells us he’s been working on a classic old-school RPG. As odd as it may seem, that’s quite a common claim in those lands, but it’s usually followed by an overly ambitious one-man game still in pre-production, a streamlined casual game or a kickstarter link – sometimes all of these combined. But these guys, the Coreplay team, they talked the talk and walked the walk
Then, as suddenly as it began, it was over.
Then something happened... The planets aligned, old game franchise necrophilia was outlawed, Grimoire finally came out, while someone high enough in the SEGA hierarchy looked upon their console games catalogue and the growing trends in online sales and thought, “Hmm…”. The unthinkable happened - SEGA discovered the PC.
With porting underway, the project was placed under tighter security than the plan to attack the U.S. Pacific Fleet in Pearl Harbor, probably because of the fear that people would think SEGA was insane to actually sink money into this borderline experimental concept of bringing old console games onto that so-called ‘insignificant’ PC market. On the 28th of October, 2014, the bombs fell to the general feeling of surprise and shock, and Valkyria Chronicles was announced for the PC with only a single blip of warning on the PEGI radar. The game was released barely two weeks later.
Aer a écrit:C'est bien tout ces nouveaux MMO qui passent en f2p en fait, suffit d'attendre un an/un an et demi qu'ils se cassent la gueule et hop la.
Afloplouf a écrit:Pour info, les clés sont disponibles pour les backers pour Pillars of Eternity. Il y a bien sûr le choix entre Steam et GOG. Et le préchargement est dispo sur Steam : attention, le jeu fait 25 Go !
Le speedrun (tous les dialogues sautés, rien que la quête principale) est à 30h.
Enfin, le manuel (en anglais) est disponible ici. Ca annonce une soirée rien que pour faire son perso ça.
Mattosai a écrit:edit : le truc fun ce sont les pages façons dont livre dont vous êtes le héros, ça j'aime pas mal , ca immerge un peu.
Rafał Jaki - Business Development Manager at CDPR a écrit:I would kindly ask our fans no to buy via GMG at this time. We had not sold them Keys and dont know the origin of them.
Rafał Jaki - Business Development Manager at CDPR a écrit:Just a few words of explanation:
We have worked with GMG in the past for w2 and they were a legit partner.
We control all digital and the codes, and because we decided not to sell Keys to GMG it came as a suprise that they are doing a special promo without buying Keys from us. We have reach out to ask for the source of they Keys but up until now there was no response. They might sell nVidia Keys (which are not to be sold but gifted with the nVidia promo), or they just bough Keys from gog just like a regular customer and now they resell them with a loss (we cannot prevent anyone from selling something).
They also list Bandai Namco as the published which is not true for w3 (namco is our box distributor in PAL), so GMG is not a CDPR partner for W3 but they still might sell Keys that will work.
"Following a six-month dialogue with [CD Projekt RED] about the launch of The Witcher 3, we were disappointed that despite the offer of significant cash advances, and other opportunities to officially work together, (we even offered to fly to Poland to discuss in detail how we could and wanted to support this launch), CDPR chose not to engage with a number of significant, reputable, and successful retailers, including ourselves, as they instead focused on supporting their own platform GOG. " Sulyok said.
Sulyok explains that GMG chose to essentially go around CD Projekt RED by acquiring digital copies of the game from third parties and retailers that were approved by CD Projekt RED. According to Sulyok, this means that CD Projekt RED is getting the revenue from sales of these games, and that any additional discount is absorbed by GMG. Earlier today, CD Projekt RED told GameSpot it was getting "zero" revenue from these sales.
Are all the textures and models the same?
Yes, there is only one version, otherwise we wouldn’t be able to make the game in time. We would have to take it all apart, and then build it and test it on three different platforms at the same time, which is impossible to do. Therefore, we have one common basis, and then transfer it to other platforms.
We manage it differently on platforms with less memory. Less complex models are loaded; it all depends on what is going on on the screen at the moment. To sum up, there are only a few differences between PC, PlayStation 4 and Xbox One. They are not aimed at changing the configuration; instead their purpose is to solve certain problems.
If I understand correctly, It's a result of the Umbra 3 technology they use. It's a highly efficient middleware.
Visibility checks are"baked" into "tomb" files, and occlusion/LOD data is streamed in instead of generated at run time.
So changing the LOD distance would require generating new tomb files.
Ialda a écrit:la levée de bouclier outrée et unanime du côté des PCéistes.
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