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|In case you havent heard the news... Battle Chasers is returning!
Thanks to a successful kickstarter, Joe Madureira and his new Video Game company - Airship Syndicate - Are Returning to the world of BATTLE CHASERS!
In case you dont know, heres a little history on Battle Chasers.
During the late nineties, a few creators got together and with help from Image Comics, they produced a brand new "Creator Owned" label called Cliffhanger Comics.
The creators and book were:
J. Scott Campbell - Danger Girl
Humberto Ramos - Crimson and Out There
Chris Bachalo - Steampunk
Joe Madureira - Battle Chasers
Battle Chasers was wildly popular in 98-2001 but suffered from constant delays and unreliable releases (often months between issues.)
But even through all the delays, it remained a popular book... but after issue 9... nothing. We got previews for issue 10, and kept hearing that it got delayed... but it never came. During that time Joe Madureira was venturing into the realm of Video Games and so juggling comics and games proved to be too difficult. And ultimately Joe switched to a more full time video game career (with occasional covers and books)
Fast forward to today.
Joe Madureira has had 2 successful video games: Darksiders and Darksiders 2, and a brand new Game Development Studio called Airship Syndicate.
And after 15 years... Battle Chasers returns as an all new video game for PC/PS4/XB1 called:
In addition to the game, Joe will be FINISHING the original comic book story where it left off with issue 10, 11 and 12.
The comics finish up the original story, as well as introduce the new story which will play out in the game.
The latest trailer shows what you can expect.
Battle Chasers: Nightwar is an RPG inspired by the classic console greats like Final Fantasy, and Suikoden, featuring deep dungeon diving, turn-based combat presented in a classic JRPG format, and a rich story driven by exploration of the world.
~Classic JRPG-style combat with randomly generated dungeons, loot and skillshots
~Story driven by item and lore discovery
~Player-driven dungeon difficulty – give them tools for playing with dungeon generation
~Randomly generated dungeons with traps, puzzles and secrets
~High difficulty ceiling
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