Review - posted by Vault Dweller on Tue 14 March 2006, 19:49:54Tags: Elemental Games; Space Rangers 2: Dominators
Read the full article: Space Rangers 2 Review
Interview - posted by Vault Dweller on Wed 8 March 2006, 02:05:04Tags: Chris Avellone; Obsidian Entertainment
Okay, so character resonance - I do think Kreia was a deep character, personally, but I can see how you would feel that way with some other characters... people were strangely divided on Bao-Dur, for example, and G0-T0, while I enjoyed him and I thought his voice actor was awesome (Daran Norris from Team America), he never really clicked, and that's my fault. I also tried to add more personality to T3, but I'm not sure how well that turned out, either.
Enjoy the interview.
Interview - posted by Vault Dweller on Fri 3 February 2006, 22:58:18Tags: Basilisk Games; Eschalon: Book I
7. What other non-combat activities are in the game? What does a skill like Cartography do? How do they affect gameplay?
All the Skills are based on a 1-100 range, with 100 being godlike and would require a lifetime of devotion to achieve. Cartography is a good Skill to talk about: the automap in the upper right corner of the screen does not work at all until you have at least one point in your Cartography Skill. With just one point, your automap will work but it will only produce a crude outline of your surroundings. The more points you allot to your Cartography skill, the better the automap will look as color and details emerge. Eventually you can even get creatures and NPC locations to show up on the automap if your Skill rating gets high enough. Other non-combative Skills such as Lockpicking, Skullduggery (trap disarming), and Move Silently work the same way.
Interview - posted by Vault Dweller on Fri 13 January 2006, 09:51:35Tags: BioWare; David Gaider
2. Turn-based vs real-time, your thoughts? Disclaimer: I'm not asking if Bioware would ever make a TB game or which system is better. I'm asking for your own opinion, preferences, even bias - anything goes.
I enjoy a good turn-based combat system. â€œTemple of Elemental Evilâ€ did it very well, I thought, and I remember the first â€œX-Comâ€ game being one of my all-time faves (though itâ€™s not an RPG, of course). I remember when â€œX-Com: Apocalypseâ€ came out, however, and it was going from turn-based to pauseable real-time combat and the fans of the series were in an uproar â€“ me included â€“ enough so that the developers put in a way to optionally use the old turn-based system instead. Much to my surprise I actually found that I enjoyed the real-time combat more. It was faster, and so long as I could still pause and give orders I still felt I had the ability to oversee and control everything that I wanted to. When I played â€œBaldurâ€™s Gateâ€ (which was before I started at Bioware), I found I really enjoyed the pauseable real-time combat there, too, even if it could get a bit hectic during large combats. Full real-time, however, the kind where you canâ€™t give orders while paused â€“ that stuff I just have no time for. Itâ€™s the main reason I donâ€™t play most RTS games.
Editorial - posted by Spazmo on Fri 6 January 2006, 20:51:01Tags: The Year in Review
But apparently BioWare has gotten tired of catering to the difficult PC market, what with demands for interesting plots, NPCs that aren't a pain in the ass and hey, maybe something without elves in it for a change? No, it's much easier to pander to console kiddies whose idea of RPG gameplay is collecting multicoloured ocarinas or watching twenty hours of FMV cutscenes. BioWare's forthcoming projects are mostly to be released on the Xbox 360 and include a whole trilogy of sci-fi "RPGs" called Mass Effect (colloquially known as "gravity" to those of us with a clue), which might be interesting if they weren't more FPS than RPG, according to press releases.
Codex Review - posted by Saint_Proverbius on Sat 4 June 2005, 09:20:59Tags: Fate
Probably the most important people in town, the ones you'll go to more often, are the quest givers. Quests int he game are simple, randomly generated missions involving the dungeon. They can vary in the goal, which can be to find an item, kill a creature, kill a certain number of creatures, or a combination of those things. In exchange for your time and risking your neck, you'll receive additional experience, fame, and gold. In some cases, you may have an item as a reward as well. It may or may not be as nice as the item you pick up in the quest, though. In cases like that, if you decide you can't live without that quest item, you can simply cancel the quest and keep the item. No one will cry foul over it. After all, you're the one that went down there to get it. Finders keepers.
Codex Interview - posted by Saint_Proverbius on Fri 27 May 2005, 08:00:39Tags: Fate; Wild Tangent
10.) Most rogue-likes and Diablo style games have classes. Instead, Fate uses a skill system. Any reason why you went with a free form skill system? Any upsides and downsides to this?
There are a couple of reasons for this -
Primarily, I wanted players to be able to change the direction of their play midgame. Having a universal skill system with diminishing returns lets you switch between without too much of a penalty - especially since you can buy skill points.
Also, it's frankly a lot easier to balance than a classed system, and quicker to develop. Since all characters can use all skills and spells, they don't have to complement each other as rigidly.
The updside is real flexibility with your character - you can have a spellcasting tank, a summoning archer, basically whatever you like.
The downside is that the skills and spells don't have the same tailored 'uniqueness' of skill trees that makes each playthrough VASTLY different. You can play through the game very differently, but you can always dip in and taste everything if you want to. With a classed system, the next time you play, you really discover something different that you had no access to before.
Codex Interview - posted by Spazmo on Sat 30 April 2005, 18:21:17Tags: Battleline Games; Epoch Star
Epoch Star is set in a distant Galaxy, in what would be our future. The human race is present in this Galaxy, but is not the focal point of the story. Epoch Star focuses on the relationships between several alien races that have formed a "Union of Stars"; a race of all consuming Serpentine creatures known as "Ignus" who ravage and destroy any planet or life form they come in contact with; a collection of smaller unnamed barbarian races that are oppressed by the Union; And a recent arrival of several new races, one race who worships a god known as the "Epoch Star" and another who claims to be fleeing from the wrath of the "Epoch Star".
Codex Preview - posted by Exitium on Tue 12 April 2005, 02:11:47Tags: Jan Beuck; Master Creating; Restricted Area
Codex Review - posted by Exitium on Fri 4 February 2005, 16:47:14Tags: MISTLand; Power of Law: COPS: 2170
It was only natural that Mistland would have another attempt at developing another turn-based title after the moderate successes of Paradise Cracked and Alfa Anti-Terror in their Russian homeland, but the reception for the former aforementioned title (the latter is yet to be released elsewhere) was definitely a lot less than spectacular everywhere else. While you may lament the poor sales of the underappreciated Silent Storm (my personal opinion of the game notwithstanding) in the United States, there's little of value to be found in the box of Paradise Cracked. Nonetheless, Mistland likely follows the principle of 'trial and error'. Let's see how their latest offering turned out.
Codex Review - posted by Exitium on Sun 30 January 2005, 16:54:21Tags: Object Software; Seal of Evil
Editorial - posted by Vault Dweller on Mon 27 December 2004, 21:35:11Tags: The Year in Review
Obsidian Entertainment, Bioware's trusty sidekick, has scored some crumbs off the Bio's table: KOTOR 2: Attack of the Clones and NWN 2: Everything Fallout fans have asked for since Fallout 2!(TM) Since Feargus Urquhart has mentioned his ideas about Knights of the NEW Republic, it would take a rather cold day in hell to see an original game with the Obsidian logo on it.
Codex Interview - posted by Ausir on Tue 7 December 2004, 03:28:55Tags: CD Projekt; Witcher, The
12. In The Witcher there won't be a clear distinction between Good and Evil. Could you give an example of a morally ambiguous situation from your game?
The whole world of The Witcher functions without the clichéd simplification of Good vs. Evil conflicts — therefore we will encounter moral dilemmas all the time. Sometimes there is no doubt that finishing a profitable quest will require us to violate law, the witcher code, or just your own idea of what is right. Most people can't distinguish between a monster slayer and an assassin, and will often request someone to be murdered. Sometimes while working on a quest you'll realize that you were cheated, and what you're actually doing is wrong — the quest of rescuing a princess turns out to be actually about kidnapping her for ransom. Some of them will require choosing one side of the conflict, where everyone is equally vicious and wicked. A classic example is racial hatred — in revenge for pogroms, the persecuted elves answer with acts of terror and murdering innocent people. Which side will our hero choose?
Codex Review - posted by Exitium on Sat 4 December 2004, 07:08:09Tags: Ian Miles Cheong; Vampire: The Masquerade - Bloodlines
Codex Review - posted by Spazmo on Mon 29 November 2004, 22:38:46Tags: Troika Games; Vampire: The Masquerade - Bloodlines
Information - posted by Saint_Proverbius on Thu 25 November 2004, 00:20:18Tags: Leonard Boyarsky; Troika Games; Vampire: The Masquerade - Bloodlines
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.