Hinterland preview at GamesRadar
Hinterland preview at GamesRadar
Preview - posted by Elwro on Sun 31 August 2008, 21:25:35
Tags: Hinterland; Tilted MillThere's a short preview of a new action-RPG Hinterland by Tilted Mill, better known so far for their builder-type games such as Children of the Nile.
You’re a lord, sent into the wild to explore and left-click any bad guys in your backyard. While you’re adventuring forth, your village grows. Acquired items secure different types of citizens, so recruiting new townsfolk will be your main goal. (...)
But don’t expect a medieval SimCity. Hinterland aims for manageable 10-to-20 villager towns, and a relatively small surrounding area that can be patrolled in a few hours (but won’t get old, we’re told). The game leans on randomly generated content to encourage replay and influence your village’s make-up. “If you find a game forest, you can build the hunter,” says Jeff, “but if you don’t... you don’t.” An achievement system will add some structure, but the main idea is roaming the game’s variable world, shaping your own quests along the way. “We talk about how silly it is when you play an RPG, you do some quest and the world doesn’t change,” says Jeff.
“Now, you sort of make your own quests. If you get a sword, and give it to your farmer, and the village gets attacked when you’re gone... you’ve changed the world by giving the farmer that sword. And if he stops making food, it has an actual effect on the world, whether he’s out adventuring with you, or he’s recovering from the injuries he’s sustained helping defend the town.” What could an RPG be? Anything, clearly.Yeah, same as when I put a Phalanx unit in my capital in Civ 1 I change the world by doing so, and when it pwns a Montezuma's Chariot it has an actual effect on the world? What's there to brag about? Hinterland may be damn fun as a casual title but if they want to market it as an RPG in which you "make your own quests" they better adopt a different approach. Go here to read the piece and drool at some screens.
BTW, you can apply for the beta here.
Spotted at: RPGWatch
You’re a lord, sent into the wild to explore and left-click any bad guys in your backyard. While you’re adventuring forth, your village grows. Acquired items secure different types of citizens, so recruiting new townsfolk will be your main goal. (...)
But don’t expect a medieval SimCity. Hinterland aims for manageable 10-to-20 villager towns, and a relatively small surrounding area that can be patrolled in a few hours (but won’t get old, we’re told). The game leans on randomly generated content to encourage replay and influence your village’s make-up. “If you find a game forest, you can build the hunter,” says Jeff, “but if you don’t... you don’t.” An achievement system will add some structure, but the main idea is roaming the game’s variable world, shaping your own quests along the way. “We talk about how silly it is when you play an RPG, you do some quest and the world doesn’t change,” says Jeff.
“Now, you sort of make your own quests. If you get a sword, and give it to your farmer, and the village gets attacked when you’re gone... you’ve changed the world by giving the farmer that sword. And if he stops making food, it has an actual effect on the world, whether he’s out adventuring with you, or he’s recovering from the injuries he’s sustained helping defend the town.” What could an RPG be? Anything, clearly.
BTW, you can apply for the beta here.
Spotted at: RPGWatch