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Ever wanted to look for a new mmorpg or something new to play well there is a site that I go to all the time for listening to new information about certain mmorpg's that are interesting They also have free beta keys sometimes and constant YouTube Updates ! http://www.mmobomb.com/ Here is also a link to the YouTube Channel https://www.youtube.com/channel/UCd1Em1-LmLiRwe1eGIUsYxw
So I have seen alot of RPG games created from RPG maker and this one seems pretty good from only one person who is creating this game. and has a big passion for retro style video games. He doesn't have a website posted on Kickstarter but he does have a bio on his kickstarter page https://www.kickstarter.com/projects/96595439/infinite-legacy?ref=category Infinite Legacy An open-world RPG where you tell the story. Choose your party from a wide array of classes, make choices, and decide your own fate.
Hello! My name is Jonathan, and today I would like to share with you a game and a universe that we are making with the Unity 3-D engine! We have been working on this game since January of 2014 and have made a considerable amount of progress in prepping everything to be imported into the engine. Starting last month in May, we have begun building the levels and working on some of the technical systems like inventory and saving. Now I present to you INT! What is INT? INT is a Sci-Fi, RPG, built from scratch and set in the years 2248-49. The premise for our RPG is that a catastrophic World War erupts in our current century, leading to the dramatic altering of humanity’s fate during the last decades of the 21st century and early years of the 22nd century. This paradigm-shifting altercation leads to the rise of the Sol Colonization Authority (SCA), a sub-committee of the United Nations. After years of research at the turn of the 22nd century, the SCA successfully designs a faster-than-light drive system. However, the system requires immense gravity wells to construct. Initially coming to the aid of the SCA’s budgetary constraints, Earth-based corporations decide to pool their resources and establish an operation at the planet Jupiter to begin construction of the I.D.S. (Interstellar Drive System). Over time, these entities begin to see the futility of the SCA and decide to fund their own colonization projects. This new corporate political reality leads to the decline of Earth’s governments, ultimately causing the collapse of the post-war global order and the subsequent rise of regional, nationalistic states, with only the mega-cities of New York, Brussels, and Beijing remaining as hub-cities for the United Nations and Sol Colonization Authority. A hundred years later, the Jupiter Ten (Ten former Earth-based corporations) colonize the Orion sector of the Milky Way Galaxy. Much of the sector is controlled tightly by the United Colonies of Earth (UCE), which is the military arm of the Jupiter Ten. Gradually, insurrections begin in the colonies against UCE control, which leads to widespread war. A leader rises from the colonies named N.D., who pulls the insurrection together and launches the First Interstellar Civil War. By 2248, Bastion, a core colony, is under siege by the Atlas Confederacy of Planets (ACP), and the UCE is locked in a bitter and desperate struggle to hold the planet. You, the player, live on Bastion. When the war arrives, you must escape or risk becoming a causality of the conflict. As the player you will fight to escape your apartment building and make haste to Dawnsport, the star-port, in the Capital City of Bastion named Aurora. Getting out of your apartment will be easy; the hard part will be to escape the planet in one piece! You will need to assemble a team of followers. Some will be your neighbors. Others will be jaded outlaws and veterans of the conflict. But all hold secrets. They will help you acquire your first starship, courtesy of either the ACP or UCE (the two combatants in the war). Of course, you could always steal a ship that belongs to one of the black-market, gun-running, drug-smuggling cartels named after the Payne and Ortega families. The journey from your fiery apartment building to Dawnsport won’t be easy. The streets will be running red with the blood of battle. It will take everything you have to make it to the hangar in one piece. This is the story for our free, public demo, which will be given to you at no cost. Public Demo In the next few months, I will be outlining our plans to release a public demo to you for free. This demo will let you experience the world, game, and universe we are creating for you at no cost. The demo is intended to be the prologue and set-up to the main game and will introduce you to your first crew members, their stories, and reasons for joining you. Anyone who is interested in joining our community and wants to be part of the game we are building is welcome to join up and begin discussing story, design, art, and sound topics on our forums. These members will be the first people we invite to join our alpha testing of the demo before it is released to everyone for free. Community meet and greets will be planned accordingly based on turnouts. Proposed ideas include the following: Community meet and greets DEV entries Gameplay trailers Story trailers Introductory trailers Live chats Q&As Of course, our community building plans are contingent on people signing up and joining us in the universe we are creating for you, the gamer, the player, and our fans. Demo Features Fully 3D Modeled City Interactive story where choices matter Companions Custom Soundtrack Rogue-like Randomization Boss Battles Character Customization And much more! After Demo Plans and Outline After the public demo is released we fully intend on building a fully featured, main game that will be distributed on a major distribution site such as Steam. Raising the money for this game won’t be easy, but we hope that after playing the demo and seeing our hard work you will be interested enough to follow our efforts on Greenlight and Kickstarter. Shortly after the demo release we will be moving into a detailed Kickstarter Campaign plan, which will be realized in the not-so-distant future (late Summer and early Fall 2014). It is important that you are aware that we are not just building a free demo, but a full game experience set in an exciting Sci-Fi universe with RPG, Roguelike, and Space Western elements. For now, sign up to be part of the INT community. Become a founding member, a major contributor, poster, and interact with us. Like us on Facebook, Twitter, and check out YouTube for our trailers. We have exciting material to share with you and plan to fully incorporate our community into our demo release. I hope you will join us to discuss the game, demo, and our future. Stay tuned for future updates from department team leads detailing completed and ongoing work. Social Media and other ways to contact us: http://www.facebook.com/INTgame http://www.twitter.com/INTvideogame http://www.youtube.com/INTvideogame http://www.patreon.com/starboard I would like to leave you with some concept art, current models, and a couple of ingame screenshots from our early development builds. Thanks for taking the time to read this and feedback is appreciated! I will update this post as we continue development! Drop by our forums as well at http://forums.int-game.net to join in on the community discussion! We have polls and contests there and when we start releasing alpha builds, our community will be the first ones to test those!
Every now and then you play a game that throws you for a complete loop. It openly invites high expectations with a unique concept and fascinating story setting, only to find that their proverbial traps don’t spring quite as intended, with many aspects of its release marred by the look and feel of an incomplete product that, while certainly having many strong merits in its own right, leaves us feeling the need for, wait for it, less. Half-good and half-terrible, it creates a tug-of-war in the player that keeps them from truly loving it as they wanted. So it goes with Sang-Froid: Tales of Werewolves (Tome I), the strategy action RPG with a liberal dose of tower defense from Artifice Studio. The story finds the player as one of two burly Canadian brothers, Jack or Joseph O’Carroll, who must put aside their raging differences to save the soul of their beloved sister Josephine from lupine enemies and demonic threats using sharp axes, ingenious traps, and steady aim. Strange things are occurring in the forests, and it is clear from the opening cinematic that the devil himself is to blame. It is night, and a horse-drawn sleigh gallops through a wintry forest at an urgent pace, its rider bearing the orange glow of a lantern and the words of the Lord’s Prayer on his lips. He whips his head in the direction of a wolf’s frightening howl, unaware of the fallen tree that blocks his path. Thrown from the sleigh, he makes one final attempt to get to the cabin in the distance only to be cut down by an invisible menace. And so begins the story of werewolves haunting the town of Wolvesvale, and a taste of the enemy to come. The enemy turns out to be plenty menacing once the game gets going; you begin with three tutorials that show you the basics of battling nocturnal threats, which present you with less threatening scenarios to get you familiarized with what is ahead. The game does, however, continue to give you more ongoing video tutorials to let you in on what your brand new weapons and abilities can do. This proves to be very helpful when the enemy waves start to include more powerful enemies. Wolves and Werewolves attack in tandem and both have a more powerful “Grand” version that packs an even bigger wallop. Facing these enemies down with axe and gun is no easy feat. And this is where the traps come in. You begin each day on a 3D map of your defensive territory that shows you where the creatures are going to attack, which are indicated by a red dot and ‘X’ showing what direction they will head to their targets, i.e. the occupants of significant buildings in your territory, and clicking on a red marker will show you the route they will take to get to these places. You have a limited pool of Action Points. When you place a trap, the cost of the trap is deducted from these points, and certain traps cost actual money to place, such as the Wolf Trap or Spike Trap. These elements are essential in helping you set up your defenses, which you use to slow down, reroute, or outright kill an enemy before they get to you. This system works very well and provides a suitable challenge that is complimented by a melee segment which allows you to finish them off with much satisfaction. This is repeated over twenty days of attacks, each day bringing a new threat or combination of creatures that require more and more strategy on the part of the player, which differs slightly between the brothers. If you chose Joseph, you get a bigger pool of Action Points and stronger melee power. If Jack, you get fewer AP and less melee strength, forcing the player to be much more strategic in placing traps. As you progress you get new toys that give you a slight edge on the enemy. Some of the more useful traps are the basic Wolf Trap, Hanging Net, and my favorite, Bait. Baiting an enemy stops them in their tracks, perfect for placing under a hanging net trap or for slowing them down as you fend off other attackers. One of the best contraptions you get to use later in the game is the Watchtower Zip Line. You erect two towers that act as a fast transportation system between two points, allowing you to traverse the forest setting quickly. But the forest isn’t the only setting featured in the game. Two areas open up to you for trade in between nights: Wolvesvale, the starting town where you can buy guns, axes, ammo, and other power ups to help you through the night. The other is the Innu village whose tribal members aid you in your fight against a tribe of shapeshifters called the Maikans. These areas are one of the rare parts of the game where you get sucked into the time period with its historical and rustic look. The town is rendered in 3D, but has a beautiful hand-drawn appearance that captures the folktale atmosphere of 1858 Lower Canada. This illustrative style carries over into all of the game menus giving you that woodsy feel that is perfect for the sound of eerie howls through the snow-covered trees. And the game just sounds great on top of everything else. The Celtic folk music that plays at different points in the game grabs you and doesn’t let go. Indeed, you will have these tunes stuck in your head for several days. The best of these is the tune you hear during the rather long loading screen, but I almost like that it is long because I get to listen to an excellent rendition of real folk instrumentals. I love it when the music kicks in during a heated battle with accordion and rhythmic tapping going crazy making you feel like a wild Irish hero. Though some may feel it contrasts the dark nature of the game too much, it serves to keep things from feeling bleak and depressing, keeping everything upbeat and hopeful that victory will be achieved at the end of the story. Yet it’s the story that is something to behold. Not because it is good, but because of how awfully executed it is. The idea is fantastic and does keep you wondering what’s going to happen next, but most of the intrigue is destroyed by shoddy presentation. One wonders how much input Amos Daragon author Bryan Perro actually had in the writing of the game, as it bears little resemblance to something one would expect from a published author. The 3D cut scenes break visual continuity with the rest of the game, and present us with a disjointed story that feels more like an after-thought than serious effort. We are treated here and there to more of the awesome hand-drawn cinematics, a look they should have stayed with throughout, but they are too few and far between. Finishing that off with below sub-par voice acting and unconvincing (though often still likeable) characters, we are left with a broken piece of the game that, if finished, would have put it over the moon. Pun intended. But that is the extent of the bad, and I will ponder it no more. The rest of the game is so fun and addicting that one can look past such a glaring flaw and find a satisfying purchase for this first part of the series. I look forward to the next entry in the series, hoping with cautious optimism that the team at Artifice Studios can improve on and add to the fresh and fun gameplay they’ve introduced to us here. Part tower defense, part hack and slash, and part RPG, Sang-Froid: Tales of Werewolves is a game that is not to be missed by indie lovers and mainstream gamers alike. I can’t wait to grab the axe and flintlock for some more lycan-bashing exploits.