Random Wednesdays

Neverwinter has been earning its fair share of accolades, and Cryptic Studios has been adding creature companions to the in-game store for players to avail themselves of.

Warhorse Studios have been pitching their game to various publishers.

A few more details about Might & Magic X have been revealed, including the Barbarian class. Limbic Entertainment also held another Q&A session, and blogged about the process of recapturing some of the Might & Magic…er…magic.

The Legend of Grimrock 2 development blog was also updated recently, with a post about weapons.

Well, the new BioShock Infinite DLC had barely been announced by the time the first bits of cosplay based thereupon began to appear. Forbes has been having some fun speculating about what the Burial at Sea DLC might involve.

Infinte is coming to OS X later this month, by the way; August 29th is its planned release date. Ken Levine still wants to bring the series to the PlayStation Vita, as well.

Speaking of Ken Levine, a couple of interviews with him have been published recently. In this one, he explains just how he altered the ending of BioShock Infinite based on some objections and feedback from a more religious member of the Irrational Games team (spoiler: it’s not so much that he made sweeping changes as that he fleshed out some details and characters). This interview, meanwhile, was done before Infinite was released.

Oh, and check out this replica of the Devil’s Kiss vigor from the game. Tres neat.

Eidos Montreal has published a developer blog introducing us to one of the people behind the Director’s Cut version of Deus Ex: Human Revolution.

Torchlight 2’s OS X port will be a bit delayed.

Gamasutra has published a lengthy postmortem post concerning Kingdoms of Amalur: Reckoning, in which a former Big Huge Games developer looks at what went right and wrong with the game’s development. There’s nothing overly surprising in it, but it’s nice to see everything arranged in a methodical, digestible fashion. The game did nail combat, it did benefit from the EA Partners program, and it also employed some excellent development methodologies; the team knew their stuff. But it also suffered from management shuffles within 38 Studios, an immature and hastily-built toolset, and from pushing out entirely too many demo versions ahead of its release.

The big news of the last week, though, was the announcement, via livestream, of EverQuest Next…and EverQuest Next Landmark.

The game could be a significant re-invention of what an MMORPG is and should be. The face of the game world will change dynamically as time goes on, as players shape events (and political and monster dynamics) within the world, as as they shape the world itself. Because in addition to a gameplay engine that reacts persistently to what players do (think of the Artificial Life engine that was scrapped during Ultima Online’s development), the game world is more or less entirely destructible. Everything in EverQuest Next is built from voxels, and in theory players can shape, distort, or outright destroy anything they see in the game. They can even tunnel into the bowels of the world!

As well, the game won’t feature leveling and grinding. It sounds exciting — and risky — and the gameplay imagery that has been released thus far looks awesome.

Especially the Landmark worldbuilding video…that’s nothing short of jaw-dropping. Would that us would-be Ultima fan project developers had tools and an engine like that to work with!