Review - posted by baby arm on Thu 1 January 2009, 23:21:45
Tags: Hinterland; Tilted MillRead on...
Darth Roxor reviews NWN2: Storm of Zehir
Review - posted by DarkUnderlord on Mon 29 December 2008, 03:08:32
Tags: Neverwinter Nights 2: Storm of Zehir; Obsidian EntertainmentRead on...
There are 11 comments on Darth Roxor reviews NWN2: Storm of Zehir
Review - posted by baby arm on Sat 20 December 2008, 23:06:55
Tags: Bethesda Softworks; Fallout 3; Gareth DaviesReview - posted by baby arm on Mon 15 December 2008, 01:48:38
Tags: BioWare; Mass EffectRead on...
Information - posted by Elwro on Thu 11 December 2008, 10:02:32
Tags: Bethesda Softworks; Fallout 3Forgotten Gems: Might & Magic III, IV, and V
Review - posted by baby arm on Tue 2 December 2008, 23:10:40
Tags: Might and Magic III: Isles of Terra; Might and Magic IV: Clouds of Xeen; Might and Magic V: Darkside of Xeen; New World ComputingSkills also influence exploration of certain terrain. There is a Swimming skill which allows you to navigate shallow waters (It is innate to Humans), a Mountaineering skill to navigate mountains, and so on. But apart from skills, you will also need spells to explore the world. A fascinating thing about this game is that there are high towers in them, and if you reach their rooftops, you will be right inside the skies and can use Levitation spell to walk on clouds. If there is a large sea of lava between you and your destination, you use Teleportation. If you want a simultaneous top down view of the area, you have to use Wizard's Eye. Please note that these spells aren't merely helpful, they are essential. Sometimes a combination of spells will be needed. And you won't be told how or when to use them.
There are 7 comments on Forgotten Gems: Might & Magic III, IV, and V
Edward R Murrow's Dissertation on Fallout 3
Review - posted by DarkUnderlord on Fri 21 November 2008, 01:58:52
Tags: Bethesda Softworks; Fallout 3Generally, it was pretty much what I suspected it would be, with a few pleasant surprises, and a few "How could they be that thick?" moments. It's a Bethesda game through and through, with all of their trademark flaws and few of Fallout's strengths preserved. Fallout 3 basically plays much like a post-apocalyptic Oblivion with guns and a few tweaks, despite what some might say. Bethesda did not stray far from their formula, for better or for worse. It does some things right, and it does a whole heap-load of things wrong. I wasn't exactly pleased with it, but it could have been a lot worse.
There are 35 comments on Edward R Murrow's Dissertation on Fallout 3
Review - posted by DarkUnderlord on Sun 9 November 2008, 03:05:24
Tags: Bethesda Softworks; Fallout 3Fallout 3 is a very enjoyable hiking simulator. This title has been bestowed by many upon Bethesda’s titles, and their post apocalyptic wonderland takes the cake. It’s fun, silly, odd, engaging, and engrossing. Much has been said about this game from both camps; the lovers and the haters. I consider it a worthwhile investment if discovery is your thing and you’re willing to take a break from the high fantasy worlds and high-tech sci-fi environs that populate most of today’s industry. Fallout 3 is down to earth while still being crazy. It’s difficult and accessible. It’s gory and humble. It’s the sum of gaming paradox.
But above all, it’s a post nuclear role playing game.
Interview - posted by Elwro on Wed 8 October 2008, 03:18:30
Tags: Cyclopean; Iron Tower StudioUberlong Fable: The Lost Chapters Review
Review - posted by Role-Player on Tue 2 September 2008, 13:43:49
Tags: Fable: The Lost Chapters; Lionhead StudiosSince the Hero never displays any kind of motivation behind his actions we're left with an empty shell that is given a fixed semblance of a personality, one that sometimes may not even correspond to the personality we try to imbue in him. There are also a couple of situations where the game doesn't seem to know how to handle the freedom it offers. During the training in the Guild I repeatedly assaulted a roommate, only to be called to the presence of a Hero which grew irate with every new attempt of mine and warned me not to repeat this, or else I'd suffer the consequences. Well, the consequence here was that the same warning would be repeated on and on without the main character being punished in any way. The most powerful wizard in the guild threatened to snuff out my life force if I kept beating him but as with most dogs, it was all bark and no bite. And after the 73rd crotch punch with no punishment, it was time to move along.
There are 8 comments on Uberlong Fable: The Lost Chapters Review
Mount & Blade MS Paint Competition
Competition - posted by DarkUnderlord on Sun 24 August 2008, 03:47:07
Tags: Mount & BladeView the gallery of entrants here.
Winners will be announced here.
If you'd like to enter, just send your entry to darkunderlord at rpgcodex dot net or PM me on the forum or just post it in this thread or one of the news threads and we'll dig it out from there. We'll also accept multiple entries from people. We're very generous really.
All you need to do is send in something Mount & Blade related that you've drawn in MS Paint. It can be really good or just really funny or just down-right awful. Our panel of esteemed judges will review all entries and choose a handful of winners based on the images we think are worthy.
Competition closes on September 16th and judges' decision is final, though bribery may be accepted.
Forgotten Gems: Roxoring Betrayal at Krondor
Codex Review - posted by DarkUnderlord on Mon 11 August 2008, 06:20:24
Tags: Betrayal at Krondor; Dynamix; Sierra EntertainmentCheck the rest here.
There are 17 comments on Forgotten Gems: Roxoring Betrayal at Krondor
A long-winded rant about BioShock
Review - posted by DarkUnderlord on Mon 28 July 2008, 11:01:23
Tags: BioShock; Irrational Games... and it doesn't end there. BioShock also uses audio superbly as well. Beyond the audio diaries, the monsters you're fighting often have conversations with each other before they realise you're there. Then when they attack, they're using phrases that relate to the game-world rather. As you walk passed the in-game vending machines, they kick into life and start playing a cheery song. Video screens will display short movies as you walk by on occassion and some rooms even have speakers with audio advertising. As you find and collect Plasmids (the game's "magic spells"), you're shown a short video. Again, it's simple stuff but it makes you want to listen to the world and think about what you're hearing for at least a while before you go ahead and blow the next monster's brains out.
An interview with Vince D. Weller
Interview - posted by JarlFrank on Wed 23 April 2008, 18:18:43
Tags: Iron Tower Studio; The Age of Decadence; Vince D. WellerI've started with the setting, main story overview, and major design elements (character system, combat, multiple ways to handle quests, non-linearity, etc). I didn't do all the quests or ways to solve them, of course. I'm talking about the concept phase here. For example, one way to keep the main quest non-linear is to have multiple factions interested in it. These factions shouldn't want the same thing as that would make your choice of a faction less important. So, they should want different things which would give you different reasons to pursue the main quest and would require you to make very different decisions once you are at the end of your journey. At the same time you can't be sent to several different directions at once, so your final destination should be able to offer and support different outcomes, etc. In other words, you develop the frame of a game first and then fill it in with the actual content.
Review - posted by Elwro on Sat 29 March 2008, 20:08:54
Tags: Basilisk Games; Eschalon: Book IRead the full article: Eschalon Review
Information - posted by Elwro on Mon 14 January 2008, 19:16:40
Interview with the Afterfall lead designer
Interview - posted by JarlFrank on Wed 9 January 2008, 20:52:27
Tags: Afterfall; Intoxicate InteractiveQuests will have many solutions, most of which will only be available to a player character with specific skills. Thanks to the plot bypasses you will often come upon completely alternative solutions, for example, to convince someone to help you, you will use acquaintance with some important characters. It is worth to mention that certain choices in performing a quest will bear various, sometimes long-term consequences. Some of the suggested paths may also prove to be dead-ends.
As for the endings, we have adapted for ourselves the brilliant, but for an unknown reason never repeated solution from Fallout – the modular epilogue. After finishing the game and watching the outro presenting the consequence of the path you have chosen, you will also be able to see the fate of the world and its individual locations which you have influenced by your actions or non-action.
There are 5 comments on Interview with the Afterfall lead designer
Editorial - posted by Section8 on Fri 28 December 2007, 13:42:08
Tags: The Year in ReviewReview - posted by Elwro on Wed 12 December 2007, 20:58:05
Review - posted by Cardtrick on Sat 1 December 2007, 15:34:27
Tags: CD Projekt; Witcher, TheRead the full article: The Witcher Review