Things were going well until the escort mission. My regular tactic of hiding behind towers and traps didn’t work when I had to safeguard a caravan across a level full of monsters, trying to keep things moving while also juggling multiple characters and opening pathways for them. After several failures I recruited a co-op partner, and the challenge suddenly went from frustrating to exciting. Aegis Defenders can be an enjoyable cooperative mix of tower defense and platforming, but playing solo did test my patience.
Every religion starts with a prophet. Ours was about to fall to a pack of unbelieving citizens before even getting a decent following. “Just a second!” says Mateusz Pilski, co-founder and lead programmer at Ice Code Games, demoing the recently announced RTS Re-Legion at PAX South. While he was busy explaining the initial set-up of the demo our starting forces fell, and now our prophet’s in danger of being swarmed by non-believers.
“Neverwinter Nights changed my life,” Tony ‘Andarian’ Donadio tells me. Donadio adapted his college Dungeons & Dragons campaign to create a module for BioWare’s 2002 D&D game, Neverwinter Nights, thanks to its dev kit being made available to players. The Aurora Toolset let players make their own modules, campaigns, and even miniature MMOs called ‘Persistent Worlds’. It’s mainly thanks to these fan-made works that Neverwinter Nights is still fondly remembered.
When Beamdog’s Neverwinter Nights: Enhanced Edition was announced I contacted several prominent community members who all shared a passion for the 15-year-old RPG. I also spoke to Trent Oster, Beamdog CEO and the original game’s designer and producer, who is well aware of Neverwinter Nights’ unique position as a game carried by its fans.
Battlerite knows all about big teamfights. Regardless of any given MOBA’s peculiarities, they all come down to a series of dust-ups. These carefully coordinated battles are often the determining factor in a match, and they’re a significant part of what makes MOBAs compelling as a spectator sport.
The appropriately named Stunlock Studios have taken those big moments of a typical 30-60 minute match and transformed them into a 10-minute single-elimination arena brawl of pure adrenaline-pumping chaos. It’s tense, challenging, enjoyable, and free-to-play.
My Fame score was too high. When I drew the Infamous card again, I was faced with a choice: fight my way out of an angry mob of peasants, or submit to a trial by fire. I opted for the latter and was presented with a rotating beam of light along a pendulum of moving blocks. When I failed to stop the marker on the right block, the Dealer cackled with glee. My heart sank as he drew Pain card after Pain card and my health dwindled into nothing. I should have murdered the damn peasants.
Hand of Fate 2 is, like the original, a world literally made of cards. The campaign is presented as a world map divided into 22 challenges, or levels. These challenges provide specific objectives, and rules, and dying fails the entire challenge. Each challenge places a series of cards facedown on the table, like a digital board game. You move your token from card to card with each one revealing a new encounter that could mean potential gold, food, loot, or combat.
Battle Chasers: Nightwar tackles the tedium of traditional JRPG turn-based combat by turning every fight into a tense interplay of meaningful tactics. Despite some frustrating elements and balancing issues, Nightwar provides some of the most satisfying RPG battles I’ve experienced all year—and looks nice doing it.
THQ’s demise in 2013 left a number of game developers displaced, including Vigil Games, creators of the Darksiders series. Two studios spun out of the ashes of Vigil Games: Gunfire Games, who are making Darksiders 3, and Airship Syndicate, whose first game, Battle Chasers: Nightwar, launched last week. It’s a combination dungeon crawler and JRPG, featuring turn-based combat, randomized dungeons, and a striking art style based on a late ’90s comic series.
Over Skype I spoke with Joe Madureira, Airship Syndicate’s creative director and CEO (as well as writer and penciller of the Battle Chasers comic), and Steve Madureira, the lead designer and animator for Battle Chasers: Nightwar—two brothers who have been making comics and games since they were teenagers.