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  1. https://www.kickstarter.com/projects/312751524/the-iron-oath-dark-turn-based-tactical-rpg/description About this project For more detailed information on each stretch goal, check out this update. Add-Ons If you'd like, you can now pledge a higher amount to receive additional rewards. (A new add-on has been added: Closed Beta+Discord invites) Click on the 'Manage your pledge' button at the top, and then increase your pledge in the 'Pledge Amount' box. Add the price of the reward you want(listed below), and you can tell us later in a survey what you raised your pledge for (do not change the tier that you are currently pledged at). Additional Digital Game(Steam or Humble): $15 per copy Digital Art Book: $5 Soundtrack by Alex Roe: $10 Closed Beta + Private Discord Invitation: $15 The Iron Oath is a turn-based tactical RPG that is set in a dark fantasy world. Recruit, manage, and embark on missions with a roster of adventurers, testing the limits of their mortality. Every decision made carries weight and can have a minor or major influence on your characters and the world that surrounds them. As you and your guild progress, the world changes dynamically, enabling new storylines to discover and resulting in a unique experience for every playthrough. Tactical turn-based Combat: Deadly foes, traps and destructible objects means one misstep could be your party’s undoing. Proper planning and execution is vital to your success. A Large and Dynamic Overworld: 9 regions with over 50 hubs to visit. Cities can be overtaken, destroyed and rebuilt; while various factions can emerge, rise and fall. A playthrough can potentially last hundreds of years, resulting in many changes to the initial world state. In-depth Guild Management: Control your guild's finances, resources, alliances and roster. Your characters will age, retire and frequently die in combat and you will need to recruit and train their replacements. Character Development: Every recruitable character has their own personal backstory, incorporating events that have taken place during your playthrough. Their motives, alignment and traits all stem from this, but each of the three is subject to change as their career progresses. Dynamic Dialogue: Characters will converse over a variety of subjects such as the current state of the world or relevant past experiences, along with offering their input on any decisions you face. Decisions Matter: Your choices bear consequences and they can affect your characters, your guild and the many factions that exist throughout the world. Detailed Pixel Art: Meticulously hand-crafted pixel art characters, animations and environments help set the mood for your journey. There are 2 main aspects of gameplay in The Iron Oath: The Mission phase & the Overworld phase. Missions focus on combat and exploration, while the Overworld deals with managing your guild's affairs and traveling. Combat is a near certainty in any mission you choose to undertake. You will have to overcome your enemies' strengths and exploit their weaknesses by carefully planning your party's composition, formation and using each class's skill-set to its fullest potential. Every character class has a set of unique abilities that cost Spirit to use. The key is not just understanding how to use your abilities, but also when to use them. Resource management is paramount during missions and Spirit is your most valued resource. Do you use the Paladin’s ‘Holy Barrage’ now to deal with the horde of undead that are upon you? Or do you instead employ your Spirit more conservatively in case a greater threat lies beyond? Your characters will react accordingly to various events and abilities that will see their Spirit pools fluctuate. Striking a critical hit, killing blow or casting abilities at key moments will spur your character's confidence and increase their Spirit. Conversely, having an ally get knocked down or even killed can see it plummet. Combat in The Iron Oath is turn-based and occurs on a hex grid. The size and shape of the grid varies depending on the the environment, and can be further altered by various destructible objects, traps & abilities. You might find that certain party compositions fare better in confined quarters with choke points, while others excel in wide open areas. There are many viable compositions for every situation, and you will be encouraged to experiment and discover your favorites!
  2. https://www.kickstarter.com/projects/865069666/beyond-human-metroidvania-sci-fi-hackandslash-plat?ref=user_menu You are Adam, a silent protagonist. You’ve been awoken from a mysterious chamber, but what for? You are equipped with a rifle and exosuit, but you have no memories. You will travel a world that has been devastated by an alien force to discover your purpose and find out what happened to humanity. • Metroidvania Style Progression • Environmental Storytelling • 6 Locations to Explore • 6 Boss Battles • 6 Unlockable Main Weapons • 12+ Mini-Boss Battles • 20+ Unlockable Weapon Mods Epic, challenging, and badass! Boss fights will be the stars of Beyond-Human! If you manage to survive these adrenaline-pumping encounters, you will acquire their special weapons and use them to unlock new paths in the Beyond-Human world. Fight this boss in our demo! Overcome the Three Titans!
  3. Battletech merch!
  4. The player can fight with his fists or use various weapons. We love hand-drawn graphics and animation, and we want to create a high-quality image. We were inspired by games such as Comix Zone, Street of Rage, Castlevania Symphony of the Night. And we want to create a non-linear ‘beat ‘em up’ and introduce a variety of branched levels.
  5. More on Mass Effect Andromeda: http://www.ign.com/articles/2016/09/08/mass-effect-andromedas-main-characters-are-brother-sister
  6. Bioware! You rat bastard dirty sons (and daughters) of bitches!! I was out...I was done and content after the Citadel DLC....and then you drop this in my lap! Damn YOU! (sigh) When's the release date?
  7. http://www.echo-game.com/ This caught my eye, and I figured I'd share it with all of you. The basic problem doesn't sound to hard to deal with at present so we shall see what twists they throw in. Overall...could be interesting.
  8. Kologeon Kologeon is a dark mystic action adventure set in a procedurally generated realm tormented by demons and spirits. You are an immortal soul that can traverse dimensions outside of physical bodies, fighting for centuries as you establish permanent monuments to mark your journey. Kologeon builds around the ideas of an unfolding experience, freedom of exploration, and self-discovery where quests and guides are not present letting you craft your own journey. With procedural generation we aim to create non-repetitive experiences where death is still a setback but won't mean that you'll have to memorize levels and replay the same thing over again. However this isn't a roguelike. Your actions and progress stay permanent. Kologeon combines all the best from traditional RPGs and roguelikes to form an un-repetitive but progressive experiences. We always wanted to create something dark, abstruse, fast paced and mysterious where your path is unknown as you journey into a creation formed by dreams and nightmares. Where the whole game is like a one big journey with no hubs to return to. Kologeon is currently in development for PC, Mac, and Linux. Explore and interact with a world built on top of itself, coexisting with another. Uncover the story through a gloomy dark atmosphere, interaction with spirits, and events you witness or cause. Every place and feature of the game is carefully crafted with a consideration of the bigger story. We want to create something deep that you could really lose yourself inside of. Fly, roll, and rip through demons with a fast satisfying mobility based combat involving astral projection, giant spiritual weapons, time disruption, possession and manipulation of souls. Forge weapons from your enemies and manifest their abilities. Enemies are able to dodge, parry, and tear you to pieces as the game is easy to pick up but difficult to master. We are heavily inspired by anime that focus on dynamic breathtaking action and games that have deep mysterious story elements. But where many of those games emphasize on story telling through mostly text or dialogue, Kologeon focuses on telling the story through interactions and events. Core Mechanics: Inter dimensional weapons: Wield and combo with multiple spiritual weapons at once to create blood gushingly devastating effects. No weapon is similar. Each is lovingly crafted with their own advantages, disadvantages, and style of play. Weapons are bound to a couple of hits at a time before they are regained which will make you utilize all of them at appropriate times. You will collect demon souls and forge them into weapons that fit your style of play. There’s no tedious stats or leveling up. You will progress through forging greater divine weapons and fragments. Items: Items are fragments of once existed demi-gods. They will be embedded into weapons altering their power instead of kept on the player. Strategize and choose which fragments to have on which weapons as they will be activated only when a weapon they are assigned to is wielded. Realm travel (go out of the body): Traverse dimensions. Split from your body to access the astral world, manipulate souls, possess demons, and discover/interact with spirits. This will be crucial to the combat, story, and exploration. Switching realms will materialize everything in that realm so you could interact with the spiritual world whilst avoiding demons, however your body will stay behind unconscious. With each second you are outside of a body your soul will lose momentum, leaving you to carefully decide when to use it. Time disruption: While in the spiritual world you have the ability to slow down your perception of time, though damaging your body. Memory echoes: Interact with spirits and possess demons to reveal their memories. No need for conversations. Wings: The world has a lot of vertically elevated grounds where exploring won’t mean just sliding in a 2d plane but will be a traversal in air, discovering areas from interconnected pathways, shadows, and light. You will glide and fly in combat as well as transverse high areas. Immortal soul: When the body dies the soul loses the ability to interact with the world having to be resurrected from left ashes forming a body. Death won’t mean a traveling back in time video game cliché but will be your resurrection and a continuation of your previous life. There's less than 20 hours left in the campaign so if you are going to back it, do so soon.
  9. Moonlighter Moonlighter is a action RPG game with rogue-lite elements about Will, an adventurous shopkeeper, that secretly dreams of becoming a hero. To earn the daily bread, he needs to venture into the dungeons near his town, defeat strange enemies and obtain loot to be sold at his shop. Wisely managing the gold from those sales is the only way he’ll get strong enough to risk into deeper gates and, maybe, open the sealed one. Moonlighter has endless randomly generated dungeons, a myriad of cool and expensive items, many weapons, dozens of weird enemies, five incredibly tough bosses and gold... tones of gold! You start with 100 gold coins. Some cheap equipment. And a shop. The game is funded so now we're just providing cash for that Mirror shine!
  10. Kickstarter: Consortium The Tower I will add, that these guys have a previously successful Kickstarter called Consortium (the first in the series) that is available on steam for $2.99 as of 01/18/2016. So I recommend giving that game a try before you support their latest work
  11. http://nectargamestudios.com/
  12. https://www.kickstarter.com/projects/webeharebrained/battletech/description Go here, fund this, then share it all across the web! Let's get this done people!!
  13. IGN: Randy Pitchford Address Aliens Colonial Marines "It’s so interesting. I don’t like to spend a lot of time… I like to build and I like to create and I like to look ahead, but it’s so… like imagine a mind who played the game and decided they didn’t like it – and there’s plenty that decided they did, I mean it’s never been measured, but clearly on average the critics didn’t favour it – but imagine that mind and it’s thinking Gearbox is an amazing developer, but they don’t like this game. And instead of thinking, 'well that can happen,' some of those minds have to invent a narrative for why. Frankly I think that’s how most of the religions get invented – like lightning strikes a tree, it’s weird, I can’t explain it with what I know, so some agency did it. They can’t fathom that we made something they didn’t like, so we must have wanted that to be the case. It’s such an insane claim. Okay, so the plan is we had a great game and purposely made it worse because that’s how we’re going to make money? That’s an absurd f***king claim. "When I engage some folks on it… some people were infected by these videos. There was one that went around calling out these ‘massive changes’ "The next one was in the very next shot in a room where originally there was one of those long halogen tube lights that was swinging and it looked pretty cool, but in the final game the level designer decided a klaxon would be better so changed it and suddenly that’s a scandal! It went from a swinging light to a spinning light and all those things could have been either way and it wouldn’t have affected the results.