Tag Archive for 'RPG'

‘Fallout 3′ Procures Mods and DLC

Bethesda’s Fallout 3 mod creator, nicknamed the Garden of Eden Creation Kit, went online this week.

The new Web site has the mod tools available and a library of how-to articles. Fallout 3 Nexus is a good community source for new content.

Bethesda has a history of good mod support for Morrowind and Oblivion as well as downloadable content, and Fallout 3 is getting the same treatment.

Three downloadable packages have been announced — “Operation: Anchorage,” which simulates a battle between the US and China, will come out next month, followed by “The Pitt” and the new city of Pittsburgh in February and “Broken Steel,” a continuation of the main quest, in March.

IGN has an in-depth interview with Producer Jeff Gardiner about January’s “Operation: Anchorage.”

“The Chinese red army is everywhere, and the player will first have to secure the surrounding mountain side and then fight their way into the Chinese base,” summarized Gardiner.

“The player will have to use a lot of their standard combat skills, along with several new tools that will only be available in the downloadable content. These include interactive Strike Teams under the player’s command and unique armor, weapons, and other exotic gadgets.”

The packs are exclusive to the Xbox 360 and PC, and they will cost $10 a piece. 

Despite the price tag, I think Bethesda’s new DLC is exactly what it should be: four to five hours of content that supplements the main quest and expands on the story and gameplay of the core game. They are substantial, experimental mini-expansions rather than superfluous aesthetics like Oblivion’s infamous horse armor.

As Gardiner said in the interview, “It’s important to our team to use DLC as a way for us to flex our creativity, to try new things and answer the ‘wouldn’t have been cool if we did this?’ question that always comes up towards a games completion — when it’s too late to try them!”

Stardock CEO Returns to PC Gaming’s Complicated Basics

Stardock CEO Brad Wardell is devoted to reviving the classic era of PC gaming in all its excess. Stardock is currently developing Elemental: War of Magic for a 2010 release, a turn-based fantasy strategy game intended as a spiritual successor to the 1995 game Master of Magic.

Wardell talked about upcoming Stardock projects in a recent interview with Gamasutra and commented on the responsibilities of companies who take on old franchises.

“If you’re making a game that ends with ‘3,’ or Something: The Sequel, it should be similar to the original game,” Wardell told Gamasutra. “Don’t go off and say, ‘I have my own artistic vision.’ Okay, good — so call it something else. Don’t ride the coattails of the people who came before you to launch your own artistic vision.”

In the interview, Wardell also expressed interest in revisiting Toys For Bob’s Star Control II and Simtex’s classic series Master of Orion, last updated in 2003.

The CEO told Gamasutra that Stardock is building up a second full internal development team, and is tossing around various project ideas. “We’d like to do a roleplaying game too,” he said, pointing to BioWare classics like Baldur’s Gate II and Knights of the Old Republic as examples of the route he would like to take.

It would be “the same style of isometric gameplay — not first person — where I have a party that I’m interacting with,” he explained.

“I think there are a lot of people who want that. They want to have a party again. They want to have a Minsc-type character in there. You can’t have that interesting banter if it’s just one guy running around.”

Stardock earned a benevolent reputation among PC faithful after developing the excellent Galactic Civilizations II and publishing Ironclad Games’ Sins of a Solar Empire, both without any form of controversial copy protection or DRM. Their next published game, Gas Powered Games’ Demigod, comes out in early 2009.

It’s good to see a growing publishing house stay true to its roots and out to serve a small but ravenous audience of old school PC gamers.

The elaborate gameplay, structure and length of games like Baldur’s Gate II and Master of Orion got left behind by modern developers intent on mass appeal, and revivals like Gas Powered Games’ Supreme Commander fail to produce significant numbers.

Yet there’s something absolutely immersive about incredibly complicated gameplay, as anyone who tried out Steel Battalion’s unique mech controller will say. The spell system and character dynamics of Baldur’s Gate II brought that world to life, and the complicated micromanagement of Master of Orion gave the game’s universe political and economic verisimilitude.

If Stardock is truly pledged to bring back this wrongly abandoned aspect of PC gaming, then we should all be excited to see what they come up with.

REVIEW: ‘Fable II’ Needs More Than A Hero’s Sandbox

Michael the Farmer has a bag of gold for you. Do you a) slice him in half, b) shoot him in the groin, c) light him on fire, or d) fart and do hand puppets until he gives it to you.

Fable II is made up of choices like this, all of them part of a long process of defining your blank slate hero, and the game is a major improvement over Molyneux’s first fairy tale simulator.

Combat is fun and occasionally strategic, with combat, ranged, and magic attacks. Quests offer diverse, story-driven objectives, from “clear the mine” to “break the girl’s heart.” Minigames, town interactions, and a robust bartering and land-buying economy fill the gaps and make Fable II’s world of Albion feel complete and realistic.

This world is a sandbox for your hero, who starts out an orphan and is raised by gypsies. Through actions and behavior — what you eat, what you wear, how you deal with an angry ghost or a group of slavers — you define what that hero is like and how the world views him.

Your actions swing you between good and evil, pure and corrupt, with many possible variations, and your appearance changes along with it. You also become funny or frightening depending on how you deal with people, and attractive or ugly depending on your clothes, tattoos, scars, and purity.

It’s a complicated system, but so’s life. In the end you’re left with a character who feels entirely unique and who was slowly simmered over 20 hours of gameplay and choices rather than 10 minutes in the character generation microwave.

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REVIEW: Don’t Forget ‘Dark Messiah’

Dark Messiah of Might and Magic was released last October to mediocre reviews and slow sales, not surprising for a game based on an outdated strategy series with a small cult following. I picked up the year-old FPS/RPG hybrid while waiting for this season’s storm of new games and had a lot of fun with it.

Dark Messiah is an enjoyable ride reminiscent of Thief and Half-Life with rousing visuals and exhilerating gameplay.

The protagonist is an orphan named Sareth, raised and trained by an ominous-voiced wizard who sends him out to find magical artifacts. Eventually he learns more about his past and makes that eternal choice between good and evil.

The story is told through dialog, cinematics and old books you find lying around. Like Half-Life, the cut scenes are viewed through the main character’s eyes, but unlike Gordon Freeman, Sareth speaks, both to other characters and the succubus that lives in his head.

The voice acting is kind of bad for all the main characters, and the writing is not much better. Where Dark Messiah really shines is the fast, intuitive gameplay, which combines spells and sword-swinging combos.

Combat is a blast, and plays more like a Deus Ex shooter than a Morrowind RPG. Weapon combat is quick and satisfying, with fun animations and brutal fatalities and criticals. Stats matter — you can put points into combat, magic or stealth abilities depending on how you want to play.

Sareth can use the environment to his advantage by kicking unwary soldiers, orcs and necromancers off cliffs or into fires or spikes. Shovels, chairs and jars of oil offer makeshift weapons that can be picked up and thrown, or just cut ropes and drop chandeliers or debris on enemies.

These scripted traps are the only way to defeat larger monsters. They’re fun to find but can seem contrived, especially when every goblin camp has a platform covered in barrels with one shaky support.

Nevertheless the environments in Dark Messiah are nice to look at thanks to brilliant art design and a lot of fun to mess with. Each cluster of enemies can be approached in many different ways, depending Sareth’s abilities and what items are around.

The areas between combat play like Half-Life and force you to work your way through the level using keys and shooting ropes tied to arrows Batman style. They can get a little repetitive and confusing but are generally very fun.

Dark Messiah showcases some entertaining gameplay ideas, albeit with a cliched plot and characters, and makes me wish that Bethesda had used such innovative combat with Oblivion. The game is well worth a quick playthrough, especially when it currently costs $10 on Steam.

Students Love ‘Fallout,’ Worry Over ‘Fallout 3′

Michael Abbott at The Brainy Gamer has proven why we should be dissatisfied with Bethesda’s upcoming take on the Fallout franchise through the observations of newly initiated.

The Chosen One seeks the Garden of Eden Creation Kit in 'Fallout 2'He handed over Fallout and Fallout 2 to his class of mostly casual gamers, who initially struggled with the decade old world.

“After exiting the vault, they had no idea where to go or what to do. Their movements were limited for no apparent reason; “action points” made no sense; and they died within minutes nearly everywhere they went,” said Abbot.

The students had trouble grasping the SPECIAL system, action points, and the severe dangers of Fallout’s nonlinear world. The game did not coddle its players or hold their hand; it shoved them into a brutal landscape where many areas offered instant and unremitting death to the unwary Vault Dweller.

But those who stuck with the games found the wonderfully engaging experience that lurks under the surface. Abbott posted some of their observations:

What is interesting about the random encounters in the game is that not all of them are hostile encounters. The kind of encounter that is very rare in games is the neutral encounter where you encounter people fighting. You can help either side but even then sometimes they will just turn around and attack you when they beat whoever they were fighting. My favorite way to deal with these encounters is to wait till a few of them die, and then it’s looting corpses time. It’s amazing what kind of nice loot you can find on them. It’s also where I got my first gun.

What effect would the isolation of the vaults have on the society? And what would changed based on the nuclear apocalypse? It would be like taking all the data in the world and deleting random parts. It would cause mass chaos, especially once the original humans (from pre-nuking) die out. Or, alternatively, there could be a safe-haven somewhere. From a developing standpoint, how could that effect the game? Could it?

I just found out that the greeter at the Den tells you to be vewy vewy quiet he is hunting rabbits, and i just stopped and laughed for about fifteen mins.

Abbott’s students got it. The dangers and aimlessness of Fallout absorbed them into that world and the character they played, a Vault Dweller newly emerged into the savage wild. He asked his students what they thought about Bethesda’s Fallout 3, long criticized by the Fallout faithful.

After a long and productive conversation I asked them how they were feeling about Fallout 3. ‘They’re totally gonna screw up that game,’ said one student. ‘They’re gonna say shoot this guy in the eyeball, like they’re giving you all these choices, but you know they’re gonna make it run and gun. You’re gonna be running around blowing stuff up, and all the shooter players are gonna love it. But it won’t be Fallout. I promise you. It won’t be Fallout.’

It remains to be seen whether or not Bethesda’s effort, which comes out next week, will take the same road as its ten-year-old predecessors. The challenging qualities that made Fallout and Fallout 2 so immersive have fallen out of favor, as Iroquois Pliskin commented on his Versus CluClu Land blog.

“While the frequent and arbitrary death, along with the cluelessness, was a pretty intimidating at first, by the end I really came to appreciate the way that these elements work together to make this really unique experience,” commented Pliskin on Abbott’s blog.

“I’m not manically paranoid about the prospect of Bethesda reimagining the game’s mechanics,” Pliskin added. “I hope they don’t lose the basic hostility the original’s setting and mechanics, though. Even though it runs counter to the tendencies of modern design… I think it’s one of the things that makes Fallout unique as a series.”

I don’t see Bethesda creating a game as testing as the original Fallout. Oblivion featured leveled creature lists that made it impossible for the protagonist to face enemies beyond his means to defeat, and dialog rarely influenced the course of the game. That’s how mainstream games are made today, and Bethesda is making Fallout 3 for a mainstream audience.

Yet I also know that the developers can’t help but be influenced by the quality of Fallout and Fallout 2, and I hope they find a way to make a new generation of Vault Dwellers feel like small fish in big ponds filled with piranahs, like they’re lost and alone in a self-destructive and self-depricating world.

Impressive Top 15 List of RPG Characters

Characters are the heart of any story, and twenty years of computer and console gaming have yielded plenty of memorable ones.

Last month Ian and Reid at ConfuseReviews.com compiled a list of their fifteen favorite RPG characters, with barely five slots going to BioWare’s ilk.

Part of [the depth of RPGs] comes through in the characters you meet in any adventurous stat-building type game; sometimes cheery, sometimes spooky, often dreadfully bland but occasionally intriguing characters who make the grunt work of RPGs and the fight after fight after fight seem worth it. The characters are what make the stories work — they’re the role part of role-playing.

It’s not bad as Top # lists go, including a good mix of nostalgia-inspiring heroes like Frog from Chrono Trigger, barely remembered niche weirdos like Cassius Curio of Morrowind, and a few unknowns like Stan the titular king from Okage Shadow King.

The game’s main character, a ludicrously trodden-upon boy with the worst parents in the world, ends up with evil king Stan possessing his shadow as part of a bargain to “save” his sister. The rest of the game unfolds as a quest to smite the lesser demons that have arisen since Stan’s banishment and taken sections of his former power, so in essence he becomes a whiny has-been of a demon lord trying desperately to be taken seriously as he slowly regains his former glory.

I’ll definitely have to play that one.

The Archetypal Hero in Video Games

All of human literature, fiction and myth can be reduced to two archetypal plots: a man goes on a journey and a stranger comes to town. These basic formula are even more true of role-playing games, where the story must leave room for a main character who is controlled and sometimes even created by an unpredictable player.

The interactive aspect is what set video games apart from other media. In a traditional story, authorial control over a character’s disposition and history is absolute. Games follow the same structures and conventions of plot.

The most significant impact of these binary plots on gameplay is a reduction in the degree of creativity the player can exert over the protagonist, especially that character’s past. The man who goes on a journey must come from somewhere defined by the game’s creator; the stranger who comes to town is liberated from an established history, transferring responsibility for creating history from author to player.

Man goes on a journey

Scholar Joseph Campbell wrote extensively on the hero’s journey, that fateful series of events that drew mythic and modern heroes like Odysseus, Conan the Barbarian, Harry Potter and Luke Skywalker to epic adventure. The journey begins with the hero’s call, sometimes refused, and the crossing of the threshold. Guided by mentors like Obi-Wan and Merlin, he overcomes a series of trials, receives a boon, and returns home with boon in hand.

Because they must have a home from which they set out, these characters often have pre-established backgrounds that fit into the plot. Link starts The Ocarina of Time as a normal kid in Kokiri Forest, and Crono’s mom wakes him up so he can cruise the Millennial Fair in Chrono Trigger. In games where the player can choose the hero’s race, gender, and appearance, he becomes an orphan (Jade Empire) or an amnesiac (Knights of the Old Republic).

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‘Diablo 3′ Designer Responds to Criticism

Lead Diablo 3 designer Jay Wilson addressed the concerns of some fans that the art style of Blizzard’s newest game deviates from its forebears, but refused to give into their demands.

“We’re very happy with how the art style is,” said Wilson in an interview with MTV Multiplayer’s Tracey John. “The art team’s happy. The company’s happy. We really like this art style, and we’re not changing it.”

Outspoken critics struck immediately after the Diablo 3 screenshots and trailer were revealed last month, complaining that the brighter colors made the game cartoony and violated the dark spirit of the franchise. Protests have not died down since and led to an online petition with over 54,000 signatures.

Some critics used Photoshop to edit Diablo 3 art into what they thought it should look like.

Fan-edited screenshot of “Diablo 3.″

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Sleep With Everyone In Obsidian’s ‘Alpha Protocol’

Obsidian Entertainment has always been in BioWare’s coattails. They followed BioWare releases with sequels for Knights of the Old Republic in 2004 and Neverwinter Nights in 2006.

Their upcoming action-based CIA yarn Alpha Protocol is the companies first new intellectual property, marking a break from BioWare and outdoing the RPG behemoth in an unusual respect: sex scenes.

Alpha Protocol promises explicit sexual relations with not just two, but all of the game’s female characters. MTV Multiplayer’s Tracey John talked with Senior Producer Ryan Rucinski about Alpha Protocol’s explicit intimacy.

There are several factions in the game that you can ally with or fight against, so the women Thorton meets can become collaborators or enemies. As a government operative, the player can acquire missions and assistance from the ladies Thorton’s wooed. But piss them off — by dating other girls, for instance — and there’s hell to pay.

‘It all depends on how you treat them,’ Rucinski said. If you have a strong relationship with female characters, they may help with missions. However, he told me that some of them are ‘bats–t insane’ and can get you into trouble. ‘One may ask you to assassinate a high-level person,’ he added. ‘Maybe that’s not something you want to do, but she’s really hot. But there are obvious repercussions.’

[Thorton] can ‘get’ all of the game’s women if he wanted to. Rucinski told me it was possible to have sex with all the females, and that the sex scenes were similar to how Mass Effect treated its intimate moments. But he was quick to assure me that, ‘It’s a mature game, it’s not [adults only].’

Alpha Protocol, which comes out next February, has achievements for being a ladies man, and for avoiding relationships altogether.

Like a good Hollywood flick, relationships in Mass Effect were well told and treated respectfully before things got dirty. Alpha Effect has a lot to live up to if it wants to avoid being written off as unnecessary smut as BioWare’s space opera almost was.

‘Chrono Trigger,’ ‘Final Fantasy,’ And More At E3

SquareEnix spilled some juicy news at this week’s E3 with heavy implications for the console front. Their game line-up indicates a shift away from Sony and the Playstation consoles. AgtFox at Evil Avatar has the press release.

First on the list is a re-release of the RPG classic Chrono Trigger for the Nintendo DS, with a new dungeon and wireless play. That game never gets old, and I look forward to playing it when its released towards the end of the year. SquareEnix is also porting Dragon Quest IV to the DS in September.

The release also provides more information on the strangely titled Infinite Undiscovery, an Xbox 360 exclusive tailored to more Western RPG sensibilities. The game, to be released in September, boasts a medieval setting and real time combat, as well as a dynamic world and situational battles that change depending on player choice, an unusual feature for SquareEnix.

The Last Remnant also differs from the classic RPG formula and centers around large-scale battles. This game will come out on both Xbox 360 and Playstation 3, although the PS3 release date has yet to be announced.

Two Star Ocean games appeared in the missive with 2009 release dates: Second Evolution for the PSP and The Last Hope, a prequel that sticks to the franchise’s traditional mechanics and is exclusive to the Xbox 360.

Earlier this week, it was announced that Final Fantasy XIII will be released on the Xbox 360, and on the same day as the Playstation 3 release. There has been no other news about the upcoming game so far. The loss of exclusivity is a severe blow for Sony, for whom Final Fantasy has been a core franchise since the birth of the Playstation.

With major releases scheduled for the DS, PSP, and especially the Xbox 360 and an absence of Playstation 3 news, other than the loss of exclusivity, SquareEnix appears to be moving away from their classic ally, or at least going multiplatform. This is good news for anyone who wants to enjoy J-RPGs without a Playstation.