Also this year, cubes and wound healing ointment are important tools during a pleasant wandering. We will sweep out hundreds of caves, loot hundreds of chests, solve the problems of hundreds of NPCs, hopefully discuss a few of them in an exciting way and slaughter monsters. What you do in role play. Quite a few of them will appear in 2017 if they are all on time. Which is an impossibility. You know that. This is by no means exhaustive and some wild speculation is also involved.

At least as far as Nioh’s appointment is concerned, these no longer exist. After more than ten years of development, Team Ninjas in the Dark Souls slipstream will be released on February 9th, a really flourished action role-playing game. I suspect that it will be cool, very cautiously after what was seen. Another candidate that has already been released is called Torment: Tides of Numenera and could be exhausting if you plunge from thousands of meters down onto something that our earth is supposed to represent billions of years in the future. While a flood of text from Lore flies after you and leaves no doubt that developer Inxile has an increased need for communication.

With round-the-clock combat and razor-sharp dialogues, Tides of Numenera aims to capture the spirit of Planescape Torment.

Last year the beta was teasingly overloaded. It is possible that the studio was on a defusing mission when they joined, but I don’t think so, and why should I? Even in the original Planescape Torment one came to Dhall sooner or later, and that ended in a conversation of all-encompassing proportions. If that’s what you expect from an RPG – more verbal than physical punches – then Tides of Numenera should fit loosely into the prey scheme. It is not a quick-action-and-twenty-minute-bridge game. As in the intellectual predecessor, dialogues have to be valued as a valid option for action, not demonized as an accessory that can be clicked away and that “nobody reads itself through completely anyway”. Without a lot of browsing it won’t work. Which waves Numenera beats besides the eponymous tides, we will find out from 28.

Less than two weeks later, on March 10th, Nier Automata from Platinum Games appears. After the surprisingly discontinued Scalebound at the beginning of the week – a project that was four years in the making – you can only keep your fingers crossed to continue to experience the stylish and usually perfectly playable madness of the Japanese. Regardless of whether you define Mass Effect as an RPG or as an action-oriented cover shooter with an open universe, dialogue level and romantic companionship – whatever it is, you get it on March 24th. Hopefully. In any case, the universe of Mass Effect: Andromeda a bigger one than you saw in the previous trilogy. Again there is a vehicle for tours above the running limit, and with it topographical challenges on the individual planets, while you catch up on the exploration of unfamiliar living space, which used to be a little neglected. Bioware was able to gain enough practice in this with Dragon Age: Inquisition. In addition, I am sure there was also some insight into what did not work so well.

Big world, big expectations. It’s nice that you don’t have to rely on shoemaker’s pony in Mass Effect: Andromeda.

This year will also be an exciting one for the German studio Piranha Bytes, which has to drag along the constant Gothic comparison like an annoying menhir. But who can you blame? By the early decade at the latest, the troupe lost that special something for me, or more precisely: it no longer seemed to know exactly why it was different. The Risen series? Too dear, too cute, too little background and too fragmented to compete with the endless open world house numbers. At the same time gutted to be relevant like Gothic 1 and 2 in its own cosmos.

Elex wants to hook up here and find the balance between “banal” and “banana strong” when it is expected to appear in summer. Since bananas have no conspicuous kernels, I’m more for peach or pumpkin-strong. Whatever serves the game the most. The main thing Piranha Bytes succeeds in creating a world that cannot be mastered off the cuff with a steeper learning curve. It is of course built by hand and settles in a setting between fantasy and science fiction influences. In terms of content, this is far out of the question for piranha bytes. Let’s hope that they will find their old shape with Elex. And if not quite, then at least the way to get there.

It would be good. The competition never sleeps, for example those from the Czech Republic. Ambitions are not the topic of Kingdom Come: Deliverance , if you look at the to-do list of the developer Warhorse. Your historically founded RPG should play in a gorgeous open world, backed by an RPG system ranging from drooling to combative, as well as daily routines as small as possible in a “living world” and anyway everything with which every role-play is advertised. Only in this case it looks like a lot more than a few buzzwords.

Breaking the cord from fantasy habits to the historically anchored basis in Europe makes acid arrows that have come out of their heads unusable at one stroke. Nevertheless – or exactly because of it, depending on the situation – this is supposed to be the hottest shice since tube cheese. After what I was able to see and play, I have little doubt about the skills and tools of the Czech development studio. They really pull it off. Let’s hope that their quality assurance will defeat the worst boss of any RPG beforehand. Especially if it is to be released for consoles this year at the same time.

At least in terms of graphics quality, Kingdom Come doesn’t have to prove anything anymore.

Whether Pillars of Eternity 2 will make this leap is pure speculation. A two- / two-and-a-half-year cycle would be quite conceivable for a game of this kind, especially since the world is already deeply established. In addition to Obsidian, the sequel wants to hit the epic breadth of Baldur’s Gate 2, where the predecessor already had to deal with hints of scenic emptiness. This can be more concentrated in Pillars 2. As well as the constant boom with Backer NPC stories, there should be a crowdfunding campaign this year.

Bard’s Tale 4 , the return to the virtual Skara Brae, has been simmering for a while at Inxile. Again it is about a dungeon lifted from the depths as the real star. Once again, overcoming its traps, puzzles and opponents is an exhausting heroic test for a group of adventurers consisting of several people. And again, not only the booty, but also hard-won progress is the motivation to face a dungeon that devours everything and regains only a little. Basically a feasibility study of the current enjoyability of ego dungeon crawlers, which Legend of Grimrock carried out four years ago and refined with its successor in 2014. It’s hard to say no to more of this variety.

Thanks to the Unreal engine, it’s nice to stay in the dungeon.

Especially not when the dungeon promotes us to the “MacGyver of a fantasy world”. Like Underworld Ascendant , but what about it? Not that the men around ex-Looking Glass boss Paul Neurath ever had much of the limelight despite generations of defining games like System Shock and Thief. Little has changed under the banner of the new Otherside Entertainment studio. They continue to work in silence on their first-person RPG, which takes up the possibilities of Ultima Underworld, a classic dungeon over several floors and an economy in the form of various interest groups.

As in the example, in any given situation, you should have different options for mastering it, such as summoning a spider and clinging to it as it crosses a river. Or you can find another way in the non-linear dungeon. If you survive long enough. The deadline for the end of 2016 that was set two years ago has expired, which makes Underworld Ascendant an almost certain candidate for the next eleven and a half months. Crowdfunding supporters will be able to get a taste of how the game works with a new prototype in February.

With Underworld Ascendant, Neurath’s group wants to proclaim a kind of Looking Glass era 2.0. But so far there hasn’t been much to see.

Divinity: Original Sin 2scares me a little. The predecessor is one of the most leisurely and complex old-school RPGs from the first wave of Kickstarter, especially if you ask the console version to look at it. Co-op in a role-playing game where the possible actions are not limited to hitting and collecting. Both players can move autonomously, even across loading screens. One can spend hours trading on the market square, while the other “just” solves the main quest or starts a fight in the middle of the city out of boredom. Aside from a few key points, both can be in opposite corners and do their thing, whatever that means. If you now imagine that part two also has all that and much more, including the possibility of Playing in a group of four can only be admired. And hope for the console versions, if there ever should be.

One can also hope for Cyberpunk 2077have, but not there, because something currently indicates an imbalance. If anything, it’s that the announcement is now over four years old. But strictly speaking, there is nothing here, nobody, nowhere, neither back nor back. Developer CD Projekt still owes us game scenes and does what he can best: throw money and talent on a production for years and stir up absurd expectations with his own fantastic back catalog. Gosh, we don’t know anything about the new game, but nobody expects less than everything. This year? Almost certainly not, but there must always be space for cyberpunk. And who cares, as long as the end result corresponds to what CD Projekt after The Witcher is undoubtedly capable of.

Nice that deck 13 continues with action RPG after Lords of the Fallen.

The first thing that comes to mind about The Surge : In a year without a Soulsborne infusion, you just squeeze what comes closest to it (especially since Nioh is already, or rather finally, due in February). With Lords of the Fallen, Deck 13 passed the journeyman’s test outside of the Adventure Commission without attracting any excessive ingenuity. The Surge wants to change that. In a sci-fi scenario, you fight against robots or something that looks like humans in mech suits. You pay attention to the stamina when hitting, the distance to the opponent, are satisfied with less than wanting too much at once. Sounds familiar and interesting? In any case.

The Japanese RPG corner also has a lot to celebrate, including the overdue release of Persona 5 . Available in the country of origin since late summer of last year, the mixture of round-the-clock combat and everyday social simulation will hit European shelves on April 4th. In addition, and without a specific date, Dragon Quest 11 lurks , with luck the Final Fantasy 7 remake and Ni No Kuni 2 . The latter is sure to be as cute and picturesque as I remember the predecessor. Oh, and there is Tales of Berseria, even in two weeks on January 27th. I’ve honestly never heard of it, but that doesn’t mean anything about the Tales of series. How many parts does it have now? Don’t ask me, there’s one more here.

Persona 5: finally available with us from April.

Dauntless isn’t really on anyone’s radar yet, but that shouldn’t come as a surprise. The co-op action role-playing game by ex-Bioware people was only announced in December 2016 and will be released as a free-to-play version for PC at the end of 2017. There’s nothing more than the nice-looking trailer at the moment.

And initially we don’t need anything else with such a preselection. All of this is still a long way off. Whether you ‘re waiting for the expedition expansion for the awesome underground arrested Underrail or you’re considering the 8-bit Ultima homage Unknown Realm: The Siege Perilous . No matter what “your” RPGs are, the fast ones full of action or the slow ones full of chatter, the ones with cute riding dragons, fat warhorses or severed heads. There is no reason not to start the role-play year 2017 at least with mild anticipation.

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