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Starfield is Getting a Hotfix for Crashes on PS5
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Starfield is Getting a Hotfix for Crashes on PS5If you're having trouble getting to the Settled Systems on your PlayStation, have a little patience as a fix is coming later this week.
Video Game News, Reviews, Walkthroughs And Guides | GamingBoltApr 13
5 Unique Hidden Weapons in Starfield That All Beginners Should Unlock First
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5 Unique Hidden Weapons in Starfield That All Beginners Should Unlock First Starfield’s experimentation knows no bounds, and you can create any build that suits your playstyle. However, as a beginner, you might be overwhelmed by the things you can customize so it’s best to focus on finding solid, unique weapons first. Now, there are hidden weapons hidden throughout the game, and a wrong choice could lock […] This post belongs to FandomWire and first appeared on FandomWire
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BGMI Redeem Codes Today: Unlock Iconic M416 Glacier and More Rewards
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BGMI Redeem Codes Today: Unlock Iconic M416 Glacier and More RewardsKRAFTON India announced the launch of a landmark new phase of BGMI redeem code drops and for the first time in the game’s history, players have a chance to unlock the legendary M416 Glacier, one of the most coveted weapon skins in the BGMI universe, through a BGMI redeem code. What was once attainable only […] The post BGMI Redeem Codes Today: Unlock Iconic M416 Glacier and More Rewards appeared first on TalkEsport .
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Daredevil: Born Again Season 2 Episode 6: Global Release Date, Time and What to Expect
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Daredevil: Born Again Season 2 Episode 6: Global Release Date, Time and What to Expect Daredevil: Born Again Season 2 Episode 5 left with blood on its hands and sorrow in its throat. Matt Murdock dragged Bullseye through tunnels, kitchens, and a church while trying to save the very man who murdered Foggy. Wilson Fisk sat by Vanessa’s hospital bed, clinging to hope one second and losing everything the next. […] This post belongs to FandomWire and first appeared on FandomWire
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The ultimate StarSavior Journey guide
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The ultimate StarSavior Journey guideStarSavior is an RPG from the developer of Counter:Side, Studio Bside, where you lead the Saviors and inherit the StarSavior’s power. If you are a new Savior and looking for the best ways to get your journey successful with the best statistics, this Journey Guide for StarSavior is for you. Before you start your journey in the cosmos, you … The post The ultimate StarSavior Journey guide appeared first on GamingonPhone .
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Saros Pre-Load Date Revealed, Notably Larger Download Size Than Returnal
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Saros Pre-Load Date Revealed, Notably Larger Download Size Than ReturnalThe pre-load date and download size for Sony Interactive Entertainment and Housemarque’s upcoming action roguelike game,Saros, have been revealed. PlayStationSize on Twitter/X has revealed the pre-load date and download size… The post Saros Pre-Load Date Revealed, Notably Larger Download Size Than Returnal appeared first on TwistedVoxel .
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ShackStream: Teenage Mutant Ninja Turtles: Turtles in Time on The Stevetendo Show! Episode 691
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Lurks Within Walls Interview
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Lurks Within Walls Interview At long last players, who are skittish about their reaction time in a survival horror can rejoice. Developer Here Be Monsters has taken first-person turn-based gameplay and combined it with the atmosphere of a horror title, complete with terrifying monster designs and a tense soundtrack to create Lurks Within Walls . RPGamer had the opportunity to sit down with the developers, who can be followed here on their X profile , to ask some questions about the game, which readers can learn more about at (the game's Steam page) . Ryan Costa (RPGamer): Lurks Within Walls has the atmosphere of a survival horror but the gameplay of a turn-based dungeon crawler. What made you decide to blend the two genres? @HereBeMonstersX : One of the main references is the now 30-year-old Resident Evil , especially the classic titles. Exploring corridors, finding items, managing resources, and surviving threats are the same actions we find in classic dungeon crawlers RPGs. Combined with first-person exploration, where each movement reveals new dangers, it felt like a perfect and underexplored combination. That was essentially where the idea for Lurks Within Walls was born. RPGamer: The sound design is incredibly on point. How difficult was it to find a way to make every step feel full of tension? HBMX : Thank you. This also aligns with the classics: being in a corridor, hearing something strange, and not having full control of a freely movable 3D camera helps build tension. The limitation forces us to find more controlled solutions, which ultimately helps us as well. RPGamer: Trevor Henderson's creature designs shown so far are thoroughly unsettling. Did you ever reach a point where the bestiary risked being too large? HBMX : We’re fans of Trevor Henderson; the more monsters, the better. Jokes aside, we now have another illustrator helping us, as well as an animator. Implementing the monsters into the 3D environments also requires extra effort so we don’t lose Trevor Henderson’s characteristic “cursed image” effect. I believe we’ll have the ideal number of monsters for the game’s scope. RPGamer: Players can choose different body parts to attack; how might strategies born from this evolve as the game progresses? HBMX : Yes, the demo version has already evolved. Today we’re more focused on the arsenal and the skills you can use with each tool. For example, you might have a shotgun and choose a headshot to deal a powerful critical hit but with a higher chance of failure, or use a “knockback shot,” with a lower chance of failure and a chance to push the enemy back. This way, the player can customize which weapons to bring and which skills to apply to each one, without making the system complex, while still allowing an extra layer of management and progression. RPGamer: With multiple paths, do the choices permeate across the entire game or within isolated sections? How large of an impact can they have? HBMX : This is where we need to be careful not to spoil the experience, but let’s say the floors are connected to each other, and many of them feature secondary or alternative paths. Combine this with new characters who have distinct actions and access options, and we start to have a structure that allows for varied experiences between sessions. RPGamer: For those that are squeamish, will there be jump scares included in the gameplay from moving enemies, or is it isolated to story scenes? HBMX : We’ll have some special moments, as seen in the demo, but the scares are spread throughout the environment and exploration. Imagine walking through a corridor full of slamming doors and, as you pass them, hearing one being forced open. Do you look back? Do you stop and wait? Or do you keep moving without ever turning around? Exploring in first person with classic dungeon crawler controls has allowed us to create situations that traditional first-person exploration games wouldn’t. At times, it even feels like cinema, where you control the framing; the difference is that ours is a game and allows interaction. RPGamer: Are the locations for treasure and monsters set, or is there an aspect of randomness for every playthrough? HBMX : Not entirely random, but rather modular. Using the example above, if there’s a corridor full of doors and you’ve already experienced that event, but you’re playing again and passing through the same area, imagine that the doors don’t slam this time, or that they’re all open. Maintaining this uncertainty increases tension and also allows for different experiences, rewarding new attempts and replay. RPGamer: Will there be a form of map that players can use, or is the sense of claustrophobia and panic aimed at keeping players feeling lost? HBMX : Maps are a major dilemma in first-person dungeon crawlers, because many players end up focusing on the map, prioritizing a top-down perspective and compromising the first-person experience. Although I’ve already answered the question indirectly, LWW is a horror game inspired by survival horror, so maps play an important role. We want to integrate them better into the game: imagine a floor-plan map displayed on a wall, indicating emergency exits, or a computer showing which rooms have been unlocked. Yes, we will have maps, but conditionally, not as a feature that compromises the intended experience. RPGamer: Will player decisions just result in combat-related deaths, or can those characters die from other means as well? Related to that, with a police officer shown at the end of the demo, does death result in a game over, or does perspective just transfer to another character? HBMX : In addition to combat, there are traps and events that come at an HP cost. Even player progression may allow improvements at a price. The demo introduces the dynamic of experiencing other characters’ perspectives; in the full game, you’ll have similar moments. Saying more than that might be a spoiler. RPGamer: Is there anything that you would like to share about the game not mentioned above? HBMX : Beyond classic references, we also love modern games, especially board games and RPGs. So, in addition to inspirations from Resident Evil and Legend of Grimrock , you’ll find influences from tabletop RPGs, ranging from modern Dungeons & Dragons hacks to the award-winning old-school revival RPG Shadowdark . Finally, thank you for the space and the opportunity to present the game’s behind-the-scenes. Lurks Within Walls is the game we would like to play, and that’s why it came into existence. RPGamer would like to thank the developers, Here Be Monsters, for their time answering questions about Lurks Within Walls , as well as Sarah Blackwell and Stride PR for making it all happen. Those looking forward to this tense turn-based horror dungeon crawler can check out ( the game's Steam page ). The post Lurks Within Walls Interview appeared first on RPGamer .
RPGamerApr 15
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