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Dragon Age: Inquisition Director Returns With Classic Fantasy RPG The Waylanders



The Waylanders

The Waylanders is a classical fantasy RPG by Spanish studio Gato Salvajeo, which boasts Mike Laidlaw as part of its staff.

Laidlaw previously worked for BioWare, most notably as director of Dragon Age: Inquisition. The Waylanders is an attempt to re-capture the panache of early BioWare titles, especially Neverwinter Nights and Dragon Age: Origins.

Aesthetically-speaking, Waylanders borrows heavily from Dragon Age‘s referential art design. The game features real-time combat with a pause function, as well as the ability to change between two perspectives: top-down or third-person.

As mentioned, the project will borrow heavily from older BioWare titles. The combat system is heavily inspired by that of  Dragon Age: Origins, with the title also featuring branching dialogue paths and moral choices. Laidlaw narrated an introduction to the game via video, as well as debuted some pre-alpha footage. This introduction contained news that players can choose from six classes, along with providing a primer for the title’s lore:

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How Vampire: The Masquerade – Bloodlines 2 Creates a Living World



Vampire: The Masquerade – Bloodlines 2

The long-awaited Vampire: The Masquerade – Bloodlines 2 aims to buck the trend of bloated open worlds by giving the world a sense of dynamism.

Speaking to Polygon recently, the game’s narrative lead Brian Mitsoda and senior writer Cara Ellison explained how the team at Hardsuit Labs is bringing the Seattle nights to life.

One of the tropes that the developer is attempting to avoid is that where, in RPGs, “everybody is kind of waiting around for the hero to get there,” according to Mitsoda. Instead, he says that “you have to have characters that feel like they’re part of a world, that they’re not just there for the player’s benefit.” Details on how that will be handled, however, were not forthcoming.

Beyond the characters, though is the world, which Ellison says will be affected by the player’s actions: “[O]ne of the ways that we look at our world is that we are trying to make it really reactive to the way that you play and how you act as a vampire. The more that you break the Masquerade, the more consequences are going to come your way.”

That feedback loop will be important, as feeding on NPCs is the primary method through which the player gains strength. The blood of NPCs carries what the game terms emotional resonance, which is used to power up both active and passive skills.

Speaking about how that plays into the wider world, Mitsoda explains that “You’re always kind of on the hunt, and it’s one of the big parts of the side activities in the game. You’re skulking around on the tops of roofs and looking around for people with strong resonance and figuring out how to best get them in a position where you can feed on them without breaking the Masquerade.”

Since the game’s unveiling back in March, Hardsuit Labs and publisher Paradox Interactive have been releasing details on the game’s factions, the latest of which is the Ventrue. Meanwhile, a narrative RPG based on Vampire: The Masquerade from The Council developer Big Bad Wolf is also in development.

For all the latest on Vampire: The Masquerade – Bloodlines 2 and much more from the world of single-player gaming, be sure to bookmark OnlySP and follow us on FacebookTwitter, and YouTube. You can also join the discussion in our community Discord server.

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