Another VT:M Bloodlines Review
Codex Review - posted by Exitium on Sat 4 December 2004, 07:08:09Tags: Ian Miles Cheong; Vampire: The Masquerade - Bloodlines
Vampire: The Masquerade - Bloodlines Review
Codex Review - posted by Spazmo on Mon 29 November 2004, 22:38:46Tags: Troika Games; Vampire: The Masquerade - Bloodlines
There are 22 comments on Vampire: The Masquerade - Bloodlines Review
Troika's FAQ of Bloodlines Troubleshooting
Information - posted by Saint_Proverbius on Thu 25 November 2004, 00:20:18Tags: Leonard Boyarsky; Troika Games; Vampire: The Masquerade - Bloodlines
There are 30 comments on Troika's FAQ of Bloodlines Troubleshooting
Elaborate S.C.O.U.R.G.E interview
Codex Interview - posted by Vault Dweller on Wed 10 November 2004, 22:43:50Tags: S.C.O.U.R.G.E.: Heroes of Lesser Renown
2. It's been almost 25 years since Rogue was released. How has the genre evolved? Have you paid attention to what other developers did, direction they took, features they added? What are your favorite rogue-like games?
I'm not an authority on roguelike games. However, what strikes me as their most enduring feature is the uncompromising focus on gameplay. While the professional industry appears to writhe under the heal of the console
economy, roguelikes offer a unique experience that people still find enjoyable. I am not a gaming purist either way, so in S.C.O.U.R.G.E. I try to blend the best of both worlds.
Information - posted by Exitium on Sun 22 August 2004, 00:28:44Tags: Josh Sawyer
Codex Interview - posted by Exitium on Thu 19 August 2004, 06:55:43Tags: Liu Jiang; Object Software; Seal of Evil
Codex Interview - posted by Saint_Proverbius on Mon 16 August 2004, 17:15:45Tags: Omega Syndrome
1.) Can you tell us a little bit about yourself? Your background with CRPGs? Why you decided to make one?
I am a programmer by trade and my passion is programming CRPGs. I don't play CRPGs these days as I spend all of my spare time working on OS. As to my background with CRPGs I have only played a few: Wasteland, Ultima 7 & 8, Fallout 1 & 2 and Baldurs Gate. Of those games my favorites are Ultima 7 and Fallout. The game that influenced me most in terms of game play is Fallout. The game that influenced me most in terms of game engine creation is Baldurs Gate.
Several years ago I stopped playing computer games, as I no longer found them fun or interesting. At the time I thought I had grown out of them, but then I discovered Fallout and really enjoyed playing it. After the Fallout experience I realized I hadn't grown out of computer games at all, its just that very few great CRPGs are ever made. So instead of complaining about the lack of great games, I decided to learn how to make my own computer games and The Omega Syndrome is the result of those efforts.
Kult: Heretic Kingdoms interview
Codex Interview - posted by Ausir on Thu 29 July 2004, 13:09:18Tags: 3D People; Kult: Heretic Kingdoms
- Peter: The Heretic Kingdoms look and feel different to the usual fantasy world : and the further into the game that player goes, the more obvious this becomes. Story-wise, god is dead, religion is outlawed, and the Inquisition — the player is an Inquisitor — has absolute power. Many people are poor and weak, but a few notable people, specifically the Scarred, have access to potentially limitless power. It's hard to explain, but so many of the details of Kult separate its background from those of other games. We're not trying to create something completely new, by any means — we love fantasy stories and art, and games — but we wanted our world to be individual and recognisable. To be worth the time and effort it takes to explore it.
Minions of Mirth 13 questions and 13 answers
Codex Interview - posted by Saint_Proverbius on Tue 20 July 2004, 17:21:40Tags: Minions of Mirth; Prairie Games
6.) Can you provide us with an example of good and evil instances in the game? How is good and evil handled? Are there consequences for evil actions?
There are four alignments in the game: Good, Evil, Neutral, and Monster. A character can be any of the first three (and at some point we may support monster characters). Depending on your race, you start borderline good, evil, or neutral. There are good/evil quests and good/evil NPCs to aid or vanquish. If you play both sides, you'll be considered Neutral (though, technically I would call this evil). Importantly, there is also a political system which is based on opposing factions. This works much in the same way as alignment, but allows us some liberty in the writing.
Good, evil, and eeeeeeville.
There are 1 comments on Minions of Mirth 13 questions and 13 answers
Blast from the past: Lionheart Review
Codex Review - posted by Vault Dweller on Fri 9 July 2004, 22:25:31Tags: Black Isle Studios; Interplay; Lionheart: Legacy of the Crusader; Reflexive Entertainment
Lionheart is one of the things that I "don't get". I would really like to see the design doc for this one.
There are 6 comments on Blast from the past: Lionheart Review
V:tm - Bloodlines; Leonard Boyarsky interviewed
Codex Interview - posted by Whipporowill on Wed 30 June 2004, 18:20:01Tags: Leonard Boyarsky; Troika Games; Vampire: The Masquerade - Bloodlines
Considering fire is one of the only things than can seriously hurt and/or kill a Vampire in the World of Darkness, it's pretty serious stuff. Will there be Flamethrowers or Molotov Cocktails, and if so, how does fire psychics work? Will it spread through the area and take hold or just flicker and die as in most games it's been used?
We're currently at work implementing the flamethrower, but there are no Molotov cocktails. Fire isn't affected by physics, so it doesn't spread on its own. It does cause aggravated damage to vampires, as it should, but a lot of other damage types affect and are dangerous to vampires in the White Wolf system.
Mmm. Nothing like the smell of burning undead in the morning. Click here for the rest of the mouthwatering interview.
There are 30 comments on V:tm - Bloodlines; Leonard Boyarsky interviewed
KOTOR II: Interview with Frank Kowalkowski
Codex Interview - posted by Exitium on Thu 24 June 2004, 02:57:08Tags: Obsidian Entertainment; Star Wars: Knights of the Old Republic II - The Sith Lords
There are 36 comments on KOTOR II: Interview with Frank Kowalkowski
Interview with Gearhead creator Joseph Hewitt
Codex Interview - posted by Spazmo on Sun 6 June 2004, 15:44:17Tags: Gearhead; Joseph Hewitt
I've tried to fill GearHead with as many different
activities as I can. Many of these are drawn from
anime. The PC can join the army, become a pop star,
collect superpowered pets, take a vacation at the hot
springs resort, find a girlfriend or boyfriend,
construct an intelligent robot, and do many other
Interaction with NPCs is very important in GearHead.
It's the only way a starting character can get jobs.
In most RPGs the easiest character for a beginner to
play is one who is good at combat... in GearHead, I
think that the easiest character for a beginner is one
who is very charismatic.
I've always wanted to be a charismatic robot. Read more here.
There are 3 comments on Interview with Gearhead creator Joseph Hewitt
Lionheart: Kicking A Dead Horse
Codex Review - posted by Exitium on Wed 24 March 2004, 03:32:05Tags: Lionheart: Legacy of the Crusader; Reflexive Entertainment
Best DECKED Gladiator and Seraphim Contest
Competition - posted by Saint_Proverbius on Wed 10 March 2004, 20:31:30Tags: Encore Software; Sacred
For full details, click here.
There are 54 comments on Best DECKED Gladiator and Seraphim Contest
Geneforge 2 review: Better Late Than Never
Codex Review - posted by Spazmo on Thu 19 February 2004, 10:33:38Tags: Geneforge 2; Jeff Vogel; Spiderweb Software
If you ask the staff members of the RPG Codex for their favourite CRPGs, you're likely to find two common answers from all of them: Fallout and Geneforge. The first is something of a no-brainer but many gamers have never heard of the latter, which is a real shame given how good it is. For a mere $25, the good folks at Spiderweb Software would sell you Geneforge, easily one of the best CRPGs in years. Geneforge was a solid success for Spiderweb, prompting the development and release of a sequel, Geneforge 2. We're happy to report that Geneforge 2 is a fantastic game and lives up to its predecessor admirably.
Anyone surprised? No? Good!
There are 11 comments on Geneforge 2 review: Better Late Than Never
Codex Review - posted by Saint_Proverbius on Thu 5 February 2004, 18:39:10Tags: Nival Interactive; Silent Storm
Additionally, you can blow up walls and structures with mines and grenades. You can plant explosive traps in windows, doors, and other devices you can directly interact with in order to bring the house down. Of course, this tends to kill anyone in the building, so it's an expensive way of wiping out a nest of snipers sitting in an attic loft rather than risking other methods of direct confrontation. The only major problem with this is that you can't plant explosives directly on walls themselves. You have to plant them in the doors, windows, and so on or on the ground. It would have been nice to be able to blow up a support column by slapping a charge directly on the column itself and running.
I hate limits on my ability to blow stuff up!
Editorial - posted by Spazmo on Fri 23 January 2004, 02:08:59Tags: The Year in Review
During the summer of this year, the people at Bethesda Softworks saw fit to inflict upon us another expansion to The Elder Scrolls III: Morrowind.Bloodmoon has you investigating werewolves on the snowy island of--oh, who gives a shit? It's the same old hopelessly dull Morrowind gameplay. You run around fairly pretty countryside beating the tar out of hordes of stupid cliff racers doing completely pointless quests that involve murdering people for no real reason and occasionally 'talking' to the walking search engines the game calls NPCs. Morrowind is a terrible game and the expansions for it don't seem to fix any of that horror.
Oh, dear. Critical levels of sass are being attained, folks.
Codex Interview - posted by Saint_Proverbius on Tue 20 January 2004, 02:13:14Tags: Akella; Alexander Filatow; Metalheart: Replicants Rampage
10.) Can you tell us a little bit about the factions in the game? For example, if your character is a Nomad, the story has differences than if you were a Human. Can you elaborate on this?
Lets make things clear. There are two main characters. Pre-generated characters. They are humans. And just cannot be nomads or somebody else. You can develop them in lots of ways, but in the end you're playing the role of a man trying to survive and escape. The factions in the game, as I said before, have their own behaviour "patterns". And the world in Meatalheart is alive, so you have to build relationship with different races, different groups.
No character creation is definitely a bummer.
Codex Interview - posted by Vault Dweller on Thu 15 January 2004, 08:16:25Tags: Dmitry Zakharov; Nival Interactive; Silent Storm
2. Silent Storm has many interesting and rarely seen these days features: turn-based combat, role-playing, non-linear campaign structure, multiple paths to complete missions, and interactive environment. Please tell us why each option was chosen, i.e. turn based instead of real time, non-linear instead of linear, etc.
The ultimate goal for all these improvements and concept key-points was to provide players with maximum freedom at every level of gameplay. Thus, for Silent Storm we've chosen the turn-based genre as it offers full control over the tactical situation and every operative in your squad. It enables players to make the best use of equipment, weapons, combat patterns and so on. It allows you to immerse into your mission, step into the boots of your squaddies, scrutinize details or apply group strategy whenever needed, at your own choice.
Yet again, non-linear campaign structure means more freedom, flexibility and replayability for the game. Every time you start the game, special randomizer mixes up campaign missions, clues, sensitive information and other game evidence that drives you throughout and uncovers the plot. As you proceed and find these clues, new missions and objectives open up on the global map. This is where you decide which mission to take and in what direction you want to investigate and impose your subversive activity.
Appearance of multiple paths to complete missions was inevitable with the introduction of totally destructible environment and powerful graphical engine in Silent Storm, unseen in the games of its genre before. It lets you collapse buildings, crush through doors, shoot enemies through ceiling by the sound of their footsteps. So, for instance, you can blow a wall with a pack of TNT anywhere you please and distract enemy guards while doing silent killing on the side of the lab. This permits you to fully use your tactical thinking and equipment at hand to accomplish the mission in the best way possible or in your own style. That's why we've chosen it.