Battle Chasers: Nightwar (KS) [R]
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sabin1981
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PostPosted: Tue, 8th Sep 2015 19:03    Post subject: Battle Chasers: Nightwar (KS) [R]


Quote:

Battle Chasers: Nightwar is an RPG inspired by the classic console greats, featuring deep dungeon diving, turn-based combat presented in a classic JRPG format, and tons of secrets, story and randomly-generated replay goodness. The game is being created by ex-Vigil Games veterans, including two of Vigil's co-founders, Joe Madureira and Ryan Stefanelli.

Plan for survival. Choose three of the heroes you've unlocked, fill your travel backpack with items from your stash, make sure you've chosen the best equipment and abilities for each hero... and then strike out.
Explore an overworld presented in classic form, peppered with hidden dungeons, rare bosses and randomly appearing characters.

Old-school combat inspired by the console RPG greats, with a unique two-tiered mana system and turn-based initiative featuring random buffs and debuffs on initiative slots.
Action oriented, randomly-generated dungeons loaded with traps, puzzles and secrets. Use each hero's unique dungeon skills to survive!

Non-linear story driven by the discovery of lore on items, landmarks and secret elements in the world. Discovering these will both provide deeper insight into the mysterious Lost Vale, and also reward lore points, which are used to upgrade the heroes' different abilities.
Truly key story moments will be depicted in gorgeous, traditional 2D animation from Powerhouse Animation Studios. For these, sit back and enjoy.


https://www.kickstarter.com/projects/1548028600/battle-chasers-nightwar



Supposedly this was a very popular comic book series and the game is looking all kinds of delicious Very Happy It's on the first day of the campaign and they already have $185k of the wanted $500k, so I reckon this is going to succeed quite nicely Smile

(ignore the terrible transparency of the image, I suck at Photostop... heh)


Last edited by sabin1981 on Tue, 8th Sep 2015 20:21; edited 1 time in total
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Bob Barnsen




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PostPosted: Tue, 8th Sep 2015 19:20    Post subject:
This indeed looks and sounds pretty fun with nice art and turn based combat.

Call me interested too!
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briangw




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PostPosted: Tue, 8th Sep 2015 19:41    Post subject:
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sabin1981
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PostPosted: Tue, 8th Sep 2015 20:21    Post subject:
I... didn't....? Oops! Very Happy
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0wen




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PostPosted: Wed, 9th Sep 2015 01:04    Post subject:
The comic was great in the late 90's, glad to see Joe Madureira bring it to game form and it looks like it should be pretty fun but that trailer needs some Red Monika in it.

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prudislav
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PostPosted: Fri, 18th Sep 2015 20:05    Post subject:
$641,518 pledged of $500,000 goal with 21 days to go
Me Gusta


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sabin1981
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PostPosted: Fri, 18th Sep 2015 20:08    Post subject:
Fantastic! This looks so much fun (for now... I'm well aware of my propensity to fall in love with something pre-release and hate it post-release grinhurt) and I'm glad it's successfully funded Smile
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sabin1981
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PostPosted: Wed, 23rd Sep 2015 18:06    Post subject:
https://www.kickstarter.com/projects/1548028600/battle-chasers-nightwar/posts/1360952

Successfully Greenlit too, so definitely coming to Steam. They're at $673k so far, 16 days to go and even hit several stretch goals too;

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sabin1981
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PostPosted: Wed, 7th Oct 2015 17:38    Post subject:
They're doing great so far! Currently at $768k with 67 hours remaining and they've added a few more stretch goals;

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VGAdeadcafe




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PostPosted: Wed, 7th Oct 2015 19:26    Post subject:
This looks good, men!
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prudislav
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PostPosted: Tue, 8th Mar 2016 20:44    Post subject:
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prudislav
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PostPosted: Wed, 9th Mar 2016 11:49    Post subject:
also steampage online

http://store.steampowered.com/app/451020/
Available: End of 2016
Quote:
Battle Chasers: Nightwar is an RPG inspired by the classic console greats, featuring deep dungeon diving, turn-based combat presented in a classic JRPG format, and a rich story driven by exploration of the world.
  • Classic JRPG-style combat with randomly generated dungeons, loot and skillshots
  • Story driven by item and lore discovery
  • Player-driven dungeon difficulty – give them tools for playing with dungeon generation
  • Randomly generated dungeons with traps, puzzles and secrets
  • High difficulty ceiling
  • Town upgrading

The best-selling comic book Battle Chasers was first released in the late 90s and quickly generated a passionate cult following.
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Bob Barnsen




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PostPosted: Wed, 9th Mar 2016 11:54    Post subject:
Damn, that looks beautiful! Shocked
Wishlisted.


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sTo0z
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PostPosted: Wed, 9th Mar 2016 18:20    Post subject:
Game looks awesome but damn that stupidly large mech dude bothers me so much. Just looks bad and out of place.


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0wen




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PostPosted: Thu, 10th Mar 2016 03:07    Post subject:
sTo0z wrote:
Game looks awesome but damn that stupidly large mech dude bothers me so much. Just looks bad and out of place.


He is in the comic so people would have complained if he was not part of the team.
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prudislav
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PostPosted: Sat, 21st May 2016 08:56    Post subject:
Quote:
So some new things were revealed in the April issue of Game Infomer.
    - Joe Madureira is working on 3 issues for the comic book (this we knew) the issues will tie up the current story (it was left at a cliffhanger in issue 9 never to finish until now!) and lead us into the Nightwar story where the game picks up!
    - Classic Dungeon Delving: Repeatedly guide a custom built team through several dungeons gathering power and loot before returning to a central hub.
    - The Hub Town (Called Harms Way) is central to your character and team building, crafting, leveling.
    - Crafting is the primary way to improve items/weapons. You find crafting materials in dungeons and level up Artisans by completing recipes, and gifting upgrade tools.
    - When crafting, you can use special items (Sweeteners) to gain higher chance for High Quality Items/Weapons
    - Town Tavern has some sort of arcade mini-game.
    - Dungeon Modifiers (Consumable Items)
    - You can set specific modifiers for the dungeons before setting off... these include things like: Spawn all enemies as Elites. (better drops harder fights)
    - Higher difficulty dungeons allow more modifiers to be placed
    - Difficulty (5 different difficulties)
    - Preperation is important before setting out. You only get 3 party members, so choosing the right members for the mission or modified dungeon is absolutely imperative.
    - Inventory is limited, so choosing what to bring before the mission is also important.
    - Die in the dungeon and you die in RL. okay no, but if you die in a dungeon you lose all items found in that dungeon instance and all items brought with you (potions, buffs)
    - Dungeons are Randomly generated Tile sets. So while the background art isnt random, the map layout, exits, loot, monsters, and traps ARE randomly placed.
    - Monsters are visible (wanted to avoid random encounters)
    - Monsters have different ways off aggroing before the fighting even begins. Some are patrolling, some are passive, there may be an Archer that hits you from a distance and knocks some of your health out, so you start the fight with less health. You might get poisoned and start the battle poisoned... etc.
    - Each hero has different special dungeon skills that can help avoid or buff fights, find secrets, overcome traps.
    - you can swap between the 3 heroes while exploring to use each of their skills effectively.
    - Misc story elements scattered through dungeons in the form of Books, gravestones, plaques and more.
    - Fights are going to be very tactical, you WILL use everything at your disposal, and will need to manage mana, items, attack initiative order... etc.
    - Ability and Spell use: Players start each battle with 2 distinct Mana pools that fuel those actions, red and blue. Blue is finite that carries over from one fight to another. It depletes after spells and abilities are used and can be replenished at rare rest points.
    Red Mana is accrued in each battle starting at zero at the beginning of a battle, and increases through the use of specific actions. Red mana is always consumed before blue, so a player may spend a battle waiting for their Red to accrue, before unleashing a devestating spell that will consume both red and blue mana pools.
    - Nordic Games is in, and will help get those missed stretch goals such as Voice Acting, Special dungeons called Mana Rifts and new cinematic sequences.


http://www.neogaf.com/forum/showthread.php?t=1199183
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Bob Barnsen




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PostPosted: Sat, 21st May 2016 10:55    Post subject:
Sounds very nice.


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sabin1981
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PostPosted: Sat, 21st May 2016 14:16    Post subject:
Indeed, it sounds like it's going to be a blast!
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prudislav
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PostPosted: Sat, 18th Jun 2016 23:02    Post subject:
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Bob Barnsen




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PostPosted: Sat, 18th Jun 2016 23:11    Post subject:
Only just now noticed the strange scaling in combat of the green and the warrior dude.

The warrior dude needs a bigger head, and also should be a bit larger overall. Looks very strange to me how it now is, compared to the green dude.


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AKofC




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PostPosted: Sun, 19th Jun 2016 08:35    Post subject:
Looks pretty sweet.

Now I need an Artesia game.


Gustave the Steel
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prudislav
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PostPosted: Sat, 20th Aug 2016 00:32    Post subject:
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prudislav
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PostPosted: Fri, 7th Oct 2016 15:38    Post subject:
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prudislav
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PostPosted: Thu, 17th Nov 2016 14:41    Post subject:

http://blog.us.playstation.com/2016/11/16/making-classic-rpgs-modern-with-battle-chasers-nightwar-on-ps4/
Quote:


“Oh my god,” Joe Madureira exclaims before pondering the unexpected question for a second. “We knew we wanted it to be some sort of RPG reference, since those are the kinds of games we wanted to work on.”
The co-founder of Airship Syndicate is recollecting the moment when his team hit upon a name for their independent outfit. The RPG inspiration is unsurprising (“Airship was something we loved — the visual image and the RPG flavor of it”), given how big a fan the comic book artist turned game creator is of the genre. Perfect example: upon leaving Marvel Comics in 1997 to co-found comics imprint Cliffhanger, his creator-owned debut Battle Chasers wore its fantasy RPG influences proudly.

It’s a series and world he left — on a cliffhanger, no less — in 2001. He’d be the first to tell you he wasn’t expecting to return to it 15 years later through the lens of interactive entertainment. “I kind of had the feeling we should be doing something new,” he reminisces. There was a flirtation with doing a Metroidvania side-scroller at first, but ultimately Airship Syndicate settled on an RPG for its first project. Yet the “where” was a lot harder to choose than the “what.”


Quote:
There are odd parallels between Madureira’s two careers. Just as he shifted from one of the biggest comic book companies in the world to co-found his own label, so too did he create a smaller development studio with fellow Vigil Games ex-staffers after it shuttered due to publisher THQ’s liquidation.

The 12-strong team (backed by a dozen remote contractors) are housed in a small studio. Work’s fluid, creative checks a matter of looking over a monitor and offering input rather than waiting for weekly meetings (“I can literally see you doing it right there. It’s instant,” Joe says input opportunities). Everybody “wears many hats”, and the unofficial mission statement seemingly boils down to “if an idea’s awesome, we’ll implement it, irrespective of who came up with it.”

Quote:
The title’s pencilled in for a summer 2017 release (“Right now we’ve got all the systems working. It’s just really building content at this point”) and the game’s design reflects the era it’s launching in. Two decades ago it’d have been easy to imagine the finished product being an ode to Diablo hot wired to turn-based battles a la Final Fantasy. Inspirations that admittedly are still coded into the game’s DNA today: gameplay emphasis is on dungeon-crawling and a chess-like combat system.

But you also note more current trends. Dungeons are randomly-generated, and different difficulty-based runs call into mind everything from Spelunky and other roguelikes to high score-chasing mobile titles. Thankfully altering difficulties isn’t a case of yanking enemy HP sliders up and friendly health bars down; enemy attacks will differ, dungeon layout will alter, treasure chests will drop randomized loot. Certain bosses only appear on certain star ratings. Re-roll, replay.
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Vulgarr




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PostPosted: Thu, 17th Nov 2016 15:34    Post subject:
Looks really good. I definitely might have to pick this up.
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prudislav
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PostPosted: Sat, 11th Feb 2017 14:12    Post subject:
Quote:
Exciting news for the music lovers among our community! Legendary composer Jesper Kyd, best known for his work on Assassin's Creed, Hitman, and of course... DARKSIDERS II, is joining Clark Powell on the soundtrack for Battle Chasers: Nightwar!

Jesper is a BAFTA-award winning composer, and someone we love working with!

https://battlechasers.squarespace.com/battle-chasers-ost


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prudislav
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PostPosted: Thu, 30th Mar 2017 13:22    Post subject:
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Breezer_




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PostPosted: Thu, 30th Mar 2017 13:52    Post subject:
Jesus, why i havent heard from this before, looks fantastic (not the typical jrpg gay shit).
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sTo0z
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PostPosted: Thu, 30th Mar 2017 15:48    Post subject:
Uggghhhh that robot. Soooooo badddddddd.


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prudislav
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PostPosted: Thu, 1st Jun 2017 17:53    Post subject:
prehurrdurrs online


http://store.steampowered.com/app/451020/Battle_Chasers_Nightwar/
Release Date: 3 Oct, 2017
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