Interview - posted by Saint_Proverbius on Wed 20 November 2002, 00:25:49Tags: Mat Williams; Prelude to Darkness; Zero Sum
The first interview with Mat Williams, one of the lead designers on Prelude to Darkness.
11.) Skills, particularly combat ones, offer more benefits when they get to certain levels. Can you give us an example of what types of rewards players can expect to see by reaching high skill levels in a combat skill? How about a non-combat skill?
Mat Williams: Non-combat skills primarily give attribute bonuses as they get better. We had a lot of other, more active, bonuses in place for them, but it got to be too much of a testing and balancing headache for us. I'd like to get more bonuses in for them, right now I don't think there's any non-combat bonus which compares to the advanced sword-spin attack. All the advanced combat moves are very useful, even key in the late game, and they're different enough to warrant playing with more than just swords.
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Information - posted by Saint_Proverbius on Sat 16 November 2002, 02:54:12Tags: Prelude to Darkness; Zero Sum
A listing of the backgrounds in Prelude of Darkness, what they require, what they give you.
Interview - posted by Saint_Proverbius on Mon 11 November 2002, 21:42:39Tags: Avernum 3; Spiderweb Software
Just a little more loving of Spiderweb Software. Here's a bit of it:
11.) Timed events play a big part in Avernum 3, such as the razing of towns by monsters if you don't get to their nests in time, and quest situations that only occur after certain dates. Can you explain why Avernum 3 does this? Is making a dynamically changing world more difficult versus the added benefit of demonstrating urgency of situations? Do you feel this worked well for Avernum 3?
It's the thing I love most about the game. I love the size, the depth, the amount of stuff in it. And I love the way you can return to a town and find half of it smashed in.
It was a lot of work. But I think it was just cool.
And the link to the interview itself.
Codex Review - posted by Exitium on Sat 9 November 2002, 17:53:41Tags: Black Isle Studios; Icewind Dale 2
Does it succeed as a strong title or does it falter like its predecessor? Read Exitium's unbiased and well-balanced review to find out if Icewind Dale II makes the cut. Read the full article: [URL='http://www.rpgcodex.net/content.php?id=10']Icewind Dale II Review[/URL]
Review - posted by Saint_Proverbius on Fri 1 November 2002, 22:26:30Tags: BioWare; Neverwinter Nights
Saint Proverbius's NWN uncut and scary review, brutal honesty at it's peak. Nothing says fun like telling it as it is about one of the most overrated and overhyped games ever made.
Interview - posted by Exitium on Wed 30 October 2002, 05:15:24Tags: Black Isle Studios; Icewind Dale 2
Ian "Exitium" Cheong talks with the man behind the music of Icewind Dale 2, and Baldur's Gate: Throne of Bhaal, Inon Zur.
Editorial - posted by Deathy on Tue 29 October 2002, 06:34:06Tags: Microsoft Game Studios
In this editorial, Deathy discusses whether Freelancer should be labelled as an RPG or not.
Review - posted by Xerophyte on Wed 23 October 2002, 19:12:45Tags: Game Arts; Grandia II
Undaunted by Calis' screwy code replacing the previous version with another instance of Deathy's Great Quest Article, Xerophyte re-uploads his review. Will the upload be a success? Or will the article once again fall prey to the foul bugs roaming the system? Stay tuned to find out!
Review - posted by Saint_Proverbius on Sun 20 October 2002, 04:28:40Tags: Avernum 3; Spiderweb Software
A first look at Spiderweb's third installment of the Avernum series, Avernum 3.
Review - posted by Saint_Proverbius on Sat 19 October 2002, 05:33:22Tags: Geneforge; Spiderweb Software
Read the full article: [URL='http://www.rpgcodex.net/content.php?id=6']Geneforge Review[/URL]