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KickStarter Phoenix Point - the new game from X-COM creator Julian Gollop

LESS T_T

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Codex 2014
where's my Christmas update? :)

https://phoenixpoint.info/blog/2017/12/23/phoenix-point-demo-plus-a-special-christmas-gift

PHOENIX POINT DEMO, PLUS A SPECIAL CHRISTMAS GIFT

So here we are, fast approaching the end of 2017. As promised, one final development update as the studio and development team take a few well deserved days of rest over the holiday. Be sure to keep reading through to the end for a special Christmas gift from the team at Snapshot Games.

Phoenix Point Demo
If you have been keeping your eye on any of our social media channels, you will have probably seen mention of a Phoenix Point demo being presented at PC Gamer Weekender in February. Over the last two months, the development team have been working even harder than usual to put together a demo which we can showcase at expos and events.

props1.png


The environment team have been working on some internal props for the demo

One question which has been asked a lot; "Is the demo going to be the same as the backer pre-alpha build?". The short answer to that is no. As this demo is designed to show what the end product is expected to be like, we're creating a small section of gameplay, a single mission. This mission is designed to be completed in a short amount of time (after all, it is going to be playable by the visitors to these events, and we would love everyone to get their turn!)

props.png


External defenses for the New Jericho Haven


The big difference between the demo and the pre-alpha is the level of polish. All of the fine details, refinement, optimisation and general "polish" are normally completed towards the end of development (we want to make sure we're completely happy with how everything works before we spend lots of time to make it shiny). For the demo, the team have started to polish the assets which will be included. It still won't quite be on the same level of the completed game, but we want to have this showcase looking as good as possible. As always, the demo is still an in development build and the quality may not be that of the final product.

crabgun.png


The primary gun of the Crabmen has undergone some changes since the 2017 prototype


The backer and pre-order pre-alpha version will be an ongoing, constantly updated build. It will have more content than a single mission, but it will lack the initial polish of the demo. The pre-alpha and the demo are being developed simultaneously as the assets, user interface, sound effects and gameplay programming are all core elements of the game which will be used in both places.



The Crabmen themselves have also evolved significantly


The pre-alpha access is available to all of our Fig backers and pre-order customers who chose the Digital Extras Edition and above. If you haven't pre-ordered Phoenix Point, you can still do so at our store and select a package with pre-alpha access, currently due in Q1 of 2018.

PC Gamer Weekender Demo
The demo we will be showing at The Weekender is going to be quite special. You will get to play as a squad of New Jericho soldiers (who are not normally a playable faction in the campaign) in defense of one of their Havens. We're not going to say more than this, as we'd like the experience to be a surprise for those of you who can attend. What we will add, is that this mission will contain characters and events that you may be familiar with, if you've been reading our short stories.

If you're able to attend The Weekender on Saturday February 17th, Julian himself will be giving an on-stage presentation including playing through the demo.

NJ.jpg

New Jericho are always ready to defend themselves


The PC Gamer Weekender takes place at the London Olympia Centre on the weekend of February 17-18th. Tickets are currently on sale for as little as £12.99 - and you can use the discount code chr1stm4s to receive 20% off until midnight on January 5th.

If you're not able to come and see us at The Weekender, do not fear! We will be attending many more events world-wide in 2018. Follow us on social media, or sign up to our Make Believe Games


The Stories of Phoenix Point
As we've already mentioned the short stories which have been written to set the scene for Phoenix Point, one of our lead writers, Allen Stroud, is currently part of an ongoing Kickstarter project himself.

Allen has a story featured in 2001: An Odyssey in Words. An original anthology honouring Sir Arthur C. Clarke's centenary year where every story is precisely two thousand and one words long.

2001.png

Allen Stroud (Ph. D) is a Science Fiction, Fantasy and Horror writer, best known for his work on the computer game Elite Dangerous and its official fiction. His latest book, The Forever Man was published in 2017 by Luna Press.

Allen is editor of the British Fantasy Society Journal and Revolutionaries; the roleplaying game set in the War of Independence from Make Believe Games

Allen is Chair of Fantasycon 2018.

His website is: http://www.allenstroud.com

You can find the Kickstarter campaign for this here.


A Christmas Gift
The exchange of gifts has long been a Christmas tradition. Our gift for your this year is Volume #2 of The Briefing: our latest ebook containing a selection of Phoenix Point short stories written by Allen Stroud and Jonas Kyratzes.

cover.jpg


This edition contains many new, never seen before pieces. We really hope that you enjoy them, and that they sustain your excitement over the holiday. You will receive The Briefing 2 very soon if you're subscribed to our newsletter. If you haven't already done so, you can sign up here.



Merry Christmas everyone! See you in 2018!
 

Jack Dandy

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Divinity: Original Sin 2
Really liked the Taxiarch story.
A "Bible" like story, taking place in our time. That shit's neat, yo. We'll probably see Nergal in the game , too!
 

Grotesque

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what are the shipping costs for those who ordered the physical collector's edition?
 

J_C

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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
If you expect the Silent Storm level of destruction, I think you'll be slightly disappointed.



15 years old game.

They could make this level of destruction probably, but because it looks shitty compared to other parts of the graphics, they won't bother. It would need much more resources to do a destruction engine which is up to modern standards.
 

Beowulf

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If you expect the Silent Storm level of destruction, I think you'll be slightly disappointed.



15 years old game.



I love how the roof and walls disappear into another dimension.
Is this supposed to be impressive?


It's a much more elegant solution than, say Jagged Alliance 2, where the roof would remain after the walls are gone ;)
 
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Mustawd

Guest
UnstableVoltage , I know Time Units have already been touched upon in this thread. But I kind of wanted to revisit it for a bit and get your thoughts on it.

So Firaxis as well as Harebrained Schemes have said TUs just aren't really viable. The former even said that the initial build was play tested with TUs and the latter just said they thought TUs were unwieldy. It's just a weird thing to say IMO. If anything, TUs give you MORE control than the AP system XCOM popularized (and it's everywhere now. Halfway, Shadowrun Returns, Battletech, etc).

I think personally that presentation is the most important aspect of a TU system IMO. Did you guys playtest TUs at all? Or was that just a conscious design decision? I'm just curious.

Thanks.
 

ArchAngel

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UnstableVoltage , I know Time Units have already been touched upon in this thread. But I kind of wanted to revisit it for a bit and get your thoughts on it.

So Firaxis as well as Harebrained Schemes have said TUs just aren't really viable. The former even said that the initial build was play tested with TUs and the latter just said they thought TUs were unwieldy. It's just a weird thing to say IMO. If anything, TUs give you MORE control than the AP system XCOM popularized (and it's everywhere now. Halfway, Shadowrun Returns, Battletech, etc).

I think personally that presentation is the most important aspect of a TU system IMO. Did you guys playtest TUs at all? Or was that just a conscious design decision? I'm just curious.

Thanks.
Their system is hybrid TU/AP . Unfair to lump them into same group as Firaxis and Harebrained.
 

Mustawd

Guest
UnstableVoltage , I know Time Units have already been touched upon in this thread. But I kind of wanted to revisit it for a bit and get your thoughts on it.

So Firaxis as well as Harebrained Schemes have said TUs just aren't really viable. The former even said that the initial build was play tested with TUs and the latter just said they thought TUs were unwieldy. It's just a weird thing to say IMO. If anything, TUs give you MORE control than the AP system XCOM popularized (and it's everywhere now. Halfway, Shadowrun Returns, Battletech, etc).

I think personally that presentation is the most important aspect of a TU system IMO. Did you guys playtest TUs at all? Or was that just a conscious design decision? I'm just curious.

Thanks.
Their system is hybrid TU/AP . Unfair to lump them into same group as Firaxis and Harebrained.

Well tbf they're unique. And I'm just using close examples to explain why some studios eschewed TUs.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
Swapping between a character's 3 "active" items won't cost any AP but any other inventory actions like getting items from the floor, from a teammate etc will
 
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thesheeep

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Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Swapping between a character's 3 "active" items won't cost any AP but any other inventory actions will like getting items from the floor, from a teammate etc
Not too much of value is lost then.
The inventory juggling in the original X-COMs was always a bit annoying. That and the ammo stockpiling* I could do very well without.

*Useless busywork as ammo is cheap. Yet you cannot just hoard it due to it taking space.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
They will have ammo though as far as I got.
Generally a LOT of info and in paper the game sounds excellent for my liking.... But its still theory.

A nice info that I didn't hear about before: There will be some more "major" / bigger aliens that will be some kind of "nemesis system", meaning that they will persist, have their own nests/bases and evolve in special ways. Unless you kill them of course
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
And another really cool thing: There will be a special, really cool, stealth system says master Gollop.
 

Grotesque

±¼ ¯\_(ツ)_/¯
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Well, TUs require you to think and do some mild counting and measuring.
Obviously, that is too much to ask for from the average gamer.


Time units also require a nice visual intuitive representation.

giphy.gif
 

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