Victorian fantasy adventure open-world action RPG Silver Palace announced for console, PC, iOS, and Android

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Via Gematsu

Publisher Elementa and developer Silver Studio have announced Silver Palace, a fantasy adventure open-world action RPG built on Unreal Engine 5, planned for release across console, PC, iOS, and Android. A release date was not announced. Pre-registration is available now via the official website.

Here is an overview of the game:​

Silver Palace, a fantasy adventure action RPG built with Unreal Engine 5, has been officially announced today alongside the opening of global pre-registration. The announcement from interactive entertainment brand Elementa was accompanied by a brand-new trailer and an over 10-minute gameplay walkthrough.

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Silver Palace is a brand-new ARPG set in a prosperous metropolis with a Victorian aesthetic. It features an engaging story, a delicate art style, distinctive characters, and a dynamic, action-oriented combat system. Players will play the role of a "Detective" and embark on an adventure with a diverse group of partners to defeat the unknown enemies and unravel the mysteries in Silvernia, an industrialized metropolis built on the power of Silverium.

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The discovery of Silverium was the key to Silvernia's industrialization. This revolutionary element transformed technology and daily life beyond imagination, attracting numerous residents and fostering innovation. The city became a hub of miracles, driven by the massive industrialization and monetization of Silverlum under the city's administration.

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In Silver Palace, players assume the role of a "Detective" tasked with investigating crimes and uncovering hidden truths. As various factions—from corporate monopolies and underground syndicates to royal affiliates and cults – vie for control of Silverium, tensions rise across the city.

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Powered by Unreal Engine 5, Silver Palace features anime-style characters and a fluid, immersive combat system. Players can switch between characters in real time to unleash powerful skills and chain QTE combos. As they explore the city's sprawling environments, they'll dive into the scenes of crime, hunt for clues in the shadow, battle their enemies and in the process reveal more of the stories of Silvernia.

Publisher also released an 11-minute gameplay showcase:

 
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PC and... mobiles? With "pre-registration"? I assume this will be a gacha and not a full paid game.
Modern gacha have incredible open worlds and visuals, but also all the terrible issues you can find with gacha / service games (monetization, being forced to log every day to progress etc...).

The environment looks nice, but yeah. Also I find it weird to have a mount like this, it doesn't fit with the environment and feels too generic, they could have used something more fitting / modern.
 
This is definitely a mobile game, but with PC release too. Most big mobile games also available on PC like Genshin, Wuthering Waves, and Nikke
 
This is definitely a mobile game, but with PC release too. Most big mobile games also available on PC like Genshin, Wuthering Waves, and Nikke
This one looks very demanding being UE5 though (even in their gameplay footage it drops frames quite a bit), so I wonder how well it will run on mobile...
 
ANOTHER one?!

I was just looking at Wuthering Waves or ZZZ to finally pick up. Let alone Ananta that's coming out later this year... wtf. Will this come to Steam or?
 
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This looks SO MUCH BETTER than NTE in almost every aspect (not a fan of some character models and designs though, which means I can easily skip them). There's vartious mounts I'd love to see in WuWa and I like the way they cut corners and such, which is completely unrealistic but looks cool and smooth. Combat is very cool and a lot more close and personal with a focus on how skilled you are at pary. The scanning mechanic to look for enemies is interesting. Quest board reminds of recent ACs. The map is big, but there's a BioShock Infinite-like rails you can hop on to travel faster and with style. And the world... it's basically much more detailed, bigger and busy version of WuWa's Rinascita. What's not to like? Count me the fuck in!:messenger_beaming:

Let alone Ananta that's coming out later this year... wtf.
Somehow I hightly doubt it.
 
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Looks very interesting. It's funny that you can see gameplay here straight away and not with Ananta until today. Not a fan of the characters, they look like dolls?
 
Not a fan of the characters, they look like dolls?
Yeah, some of them look like Nytos from GF and I don't like such designs at all cuz they simply don't fit the universe and realistic aesthetic the game is going for at all. Here though... they sort of fit, but I don't like their designs. I like the main character design though if it's MC on the artwork.
 
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Long awaited sequel to Order 1886 finally here)

Looks nice, but will probably skip. Not my settings and combat seems to be more of WuWa/Souls than of ZZZ/MMO
 
I thought the Order 1886 too LOL. I like the setting and the monster theme but I won't play more than 1 or 2 gachas at a time as it becomes unhealthy. I keep saying I'll play casually but I end up getting consumed by them into playing daily, and that time adds up.
 
It looks amazing. UE5 is a huge upgrade over what we are seeing in the first Hoyo games. It will melt mobiles, though.

Looking forward to a PS5 version.
 
i m the only one tired of this genshin visual style ?? Square Enix is the only one that can make something more grounded in asia ?
 
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Dear The French, Put game on Cellphone.
That's unlikely
One of the biggest problem of western dev and why their live service games fails so much more often - it's lack of expertise (along with strange obsession with competitive pvp) - those who can make at least AA game knows nothing about proper operation cycle of live services and those who can operate live service games stuck in sprite graphics era.
 
The reason for the anima aesthetics, besides the obvious, is that cellshade is less demanding for mobile phones. However, games are getting bigger and with better graphics/animations due to competition and mobiles aren't enough powerful or versatile control wise to realize their potential.

IMO we will soon see gachas with 2 different versions or some that are mostly played on PC/consoles.

Endfield or The Hidden Ones seem to me clearly aimed at a better experience than playing on mobile.
 
I thought this is going to be some weeb shit but actually looks good!

Don't trust gacha games but they're free so I will try it
 
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The reason for the anima aesthetics, besides the obvious, is that cellshade is less demanding for mobile phones.
Not really a problem.
Dragon Raja is a full UE4 game without cell shading that are 5 years old already and it run just fine on phones at time of launch (and phones did went a long way since than)
It's just that target markets like this aesthetic very much, so it's used very often

However, games are getting bigger and with better graphics/animations due to competition and mobiles aren't enough powerful or versatile control wise to realize their potential.
Generic bullshit from mobile haters crowd
Just look at WWM (where winds meet) - it is a mobile game with some very high quality graphics. And there are quite a few more in pipeline with non-anime high end graphics and more complex gameplay which stay on mobiles
 
What the hell OP, you put Victorian Era and I see some hyper modern anime girl... gah.

I was hoping for realistic actual people ala Order 1886 , not some very Japanese anime.

Don't get me wrong, I love old school anime inspired rpgs like Dragon Quest, Suikoden, y's, Nier, Grandia, Lunar etc... but they are more rpgs first and their anime look is more old school style or unique.

This reminds me of genshin impact, hyperdeminsion neptunia, or any other anime first, rpg second or gacha mobile phone game. In fact it is a phone game.

Hard pass!
 
I dunno, as cool and flashy as that looks I'm just getting kind of sick of what feels like everyone chasing Hoyoverse money. I've always loved anime, but it feels like there is no variation in style between all these games.

I'm also so exhausted from the mobile game model. It's not even the Gacha elements that bug me, I can deal with that, it's the stinking stamina systems that ultimately suck the excitement right out. I'll fall in love with a games style, get addicted to its gameplay, get sucked into the addiction of building my characters.....only for the game to stop me 15 minutes in and tell me I've hit my limit for the day. Trust me, limiting how much I can play does not "keep me engaged" to come back every day. I contrast it to the ARPGs I've played over the years, where I have no problem sinking hundreds of hours every season, fueled by nothing more than my enjoyment of building characters.

In my opinion these games being beautiful, yet 10GB+, long-loadtime, battery-draining monsters, with intensive parry-based 3rd person action gameplay, far removes them from being "casual play timewaster" category. So then stop structuring them like casual play games and let players sink their teeth in.
 
and their anime look is more old school style or unique.
When did anime looks became "old-school"?
West people sure like to live in a bubble.
Anime is bigger than ever as now there now 3 countries (S.Korea on lesser scale) actively engaging in it instead of one. It's just aesthetic that Asia people like, so it's used widely in products that targets Asia

only for the game to stop me 15 minutes in and tell me I've hit my limit for the day. Trust me, limiting how much I can play does not "keep me engaged" to come back every day.
Some of them now allow you to save stamina at certain conversion rate, so you are not obliged to log every day though there will be slowdown. Also many activities do not require stamina

Stamina actually a compromise. Live service game need to pace player advancement at certain speed to not allow "speedrun game in 2 days and quit". It can do it either via grind and you'll be gated by very low probabilities to obtain certain materials for progress or put hard roadblock where you have limited chances to get materials per fixed period of time. Grind allow continuos playtime but require more playtime to get progress and that's a) anti-casual, b) rise issues with regulators, especially in Asia

Same as it progressed in MMO where grind-based progress of oldschool went to time-gated progression in WoW/FF14 (all those token caps, raids once a week etc) to reduce strain and even out progression between casual and hardcore to some degree
 
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This looks solid, although I'm skeptical of action gameplay in gacha games being worthwhile after trying Genshin and WuWa. I'll probably keep an eye on it anyway, along with Azur Promilia since that one has an extra hook of being a monster collector.
 
Stamina actually a compromise. Live service game need to pace player advancement at certain speed to not allow "speedrun game in 2 days and quit". It can do it either via grind and you'll be gated by very low probabilities to obtain certain materials for progress or put hard roadblock where you have limited chances to get materials per fixed period of time. Grind allow continuos playtime but require more playtime to get progress and that's a) anti-casual, b) rise issues with regulators, especially in Asia
I disagree, because in most of these mobile games they do both. Limited playtime + horrible probability rates.

Last year when I pulled a new character in Genshin it took me, not-kidding, 5 solid months of non-stop daily grinding to finally find a "decent" full set of equipment for her. It was so frustrating having my brand-new character sit in an unviable state as playtime limits and horrible RNG stretched the process out. By the time finally earned the viable equipment set my hype was gone and I was bored. It soured me so hard I quit Genshin.
 
I disagree, because in most of these mobile games they do both. Limited playtime + horrible probability rates.

Last year when I pulled a new character in Genshin it took me, not-kidding, 5 solid months of non-stop daily grinding to finally find a "decent" full set of equipment for her. It was so frustrating having my brand-new character sit in an unviable state as playtime limits and horrible RNG stretched the process out. By the time finally earned the viable equipment set my hype was gone and I was bored. It soured me so hard I quit Genshin.
What is "fun" in these type of system. I like unlock characters and gears through actual game progression instead of random RNG pulls….thats objectively not fun….AT ALL.
 
What is "fun" in these type of system. I like unlock characters and gears through actual game progression instead of random RNG pulls….thats objectively not fun….AT ALL.


Hoyo's gear system is generally bad but, unlike many other JRPGs, you don't need to grind to progress in the main content.

These games are built around seasonality, playing 50 hours straight is not the way.
 
I swear....every single time I read a brand new thread about a new RPG and start getting somewhat excited....

Then I click on it and see the anime aesthetic. Then my hype immediately goes to zero.
 
Hoyo's gear system is generally bad but, unlike many other JRPGs, you don't need to grind to progress in the main content.

These games are built around seasonality, playing 50 hours straight is not the way.
Not really. In most JRPG the main story is very much straight forward then if you take on super bosses and end game dungeons the you might want to level up…..but YOU never need ti grind get a fucking party member.
 
I swear....every single time I read a brand new thread about a new RPG and start getting somewhat excited....

Then I click on it and see the anime aesthetic. Then my hype immediately goes to zero.
I personally love anime so to me that positive point, the thing that turns me off is that stupid gacha system.
 
I disagree, because in most of these mobile games they do both. Limited playtime + horrible probability rates.
Last year when I pulled a new character in Genshin it took me, not-kidding, 5 solid months of non-stop daily grinding to finally find a "decent" full set of equipment for her. It was so frustrating having my brand-new character sit in an unviable state as playtime limits and horrible RNG stretched the process out. By the time finally earned the viable equipment set my hype was gone and I was bored. It soured me so hard I quit Genshin.
Most live service games do the both to some extent, it's just a matter of balance between the two.
Genshin do it for min-maxing (the hardcore part) and I honestly don't believe it takes 5 month for ~decent~ set of equipment, it take like a week, 2 in worst case scenario to get a set to match lower bound of recommended stats and it's what I call decent and it's enough for like 95-99% of content in the game. All that above is a good or even perfect sets that pretty much overkill and they can take close to forever time to get.

Some people like to grind (or have obsession over perfection) so there is an option for them too.

What is "fun" in these type of system. I like unlock characters and gears through actual game progression instead of random RNG pulls….thats objectively not fun….AT ALL.
Millions play Diablo, you know...
The concept "what is fun" is different from person to person.

Not really. In most JRPG the main story is very much straight forward then if you take on super bosses and end game dungeons the you might want to level up…..but YOU never need ti grind get a fucking party member.
It's online game, not an SP game, and it follows rules of online games. And online games enforce spread out progression either by grind or by time-gating content.
Because for online game it better that you'll be a bit dissatisfied with grind/time-gating that you'll be bored for 5 out of 6 weeks of content cycle. Boredom kill retention of players way too fast, they just leave for other games and often do not return.

It might be new and unusual for SP players, but this stuff is not new. Online games here for 30+ years, so there is some knowledge what's work and what's not for a live service game to run successfully over long term.
 
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Expedition 33 has ruined all other jrpgs for me.

It reminded me that as much as I try to like that anime style stuff…. Under most circumstances, I just don't.

I want mature story lines. Well written characters.
 
Looks like a more advanced Genshin Impact, not feeling the anime characters, and that's UE5 alright, I can FEEL the stutter through the video.
 
The setting is right up my alley, like Bioshock meets Code Vein. I also like most of the character designs and the combat looks good. Animations and performance needs improvement, but it'll be a long while until we see this release in Global anyways.

Pretty hyped, though I'm not exactly excited about trying to fit in another live service type game into my schedule. Worth a try at the very least.

I do wish we'd see some other regions try their hand at the open world gacha stuff. CN always brings certain complications with it, such as limitations on story and content, censorship of character designs, and developers that are hyper focused on the CN playerbase at the detriment to every other playerbase. I'd love to see a high quality JP/KR attempt at this genre someday.
 
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