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AdventureDex Retrospective: Sanitarium

Review - posted by Crooked Bee on Tue 27 May 2014, 04:39:23

Tags: DreamForge Intertainment; Sanitarium

It's been a while since we posted any AdventureDex content, hasn't it? In this review, esteemed community members Deuce Traveler and VioletShadow cast a look back at DreamForge's horror adventure game Sanitarium (1998). Here's a snippet from the full review:

VioletShadow: Sanitarium is in many ways about discovery and this is reflected on the amount of puzzle-solving one must do; there was a lot of it. For the most part, puzzles were intuitive and well integrated into the story. Many were inventory-related, with some machine and lever ones as well. Disappointingly, their difficulty ranged from easy to medium so experienced adventure players will most likely be underwhelmed by the lack of challenge. I appreciated a few puzzles that required paying attention to what other characters said or details in the environment to be solved.

There were a couple of action sequences which involved using an object on enemies while avoiding their attacks. These weren't much of a challenge, as failure meant the character was 'reborn' and free to try again without losing any progress. My favorite puzzle was a maze, which tends to be a headache in many other adventure games but in this case was nicely challenging and fun to complete.

Deuce Traveler: Some of the puzzles in the beginning were so simple that the game nearly felt like a visual novel where you are focused more on reading dialogue than gameplay. The difficulty picks up a little bit more after the initial chapter, but never really becomes challenging to a player who is willing to click on everything he or she sees, or use every item in the inventory on every object and person in the environment. There is a lack of real death in the game, which reduces the tension of the experience. A limited inventory and smaller, contained locations reduced the amount of actions you had to employ to solve the puzzles. This is definitely one of the easier adventure games I have ever played. Your enjoyment in solving puzzles won't come in feeling how clever you are in defeating them, but instead their bizarre nature. For that reason, I enjoyed some carnival challenges the most.


VioletShadow: Now, as for the interface it isn't awful, but has several flaws that may frustrate players to no end. Firstly, sometimes the character must be standing in a certain position to be able to interact with objects and maneuvering him until he is at the right place can take several tries and become a minor annoyance. Secondly, click/hold RMB to slowly walk didn't work that well and the character often ended up moving in the wrong direction. This takes me to the next issue: stairwells. *Screams*. Whenever the character walks in the wrong direction and gets close to a stairwell, he will go into the 'stairwell animation' and you have to wait for him to finish walking up or down. Many stairwells in the game plus awkward movement controls equaled lots of frustration for me.

Deuce Traveler: Heh. I didn't find the interface nearly as rage-inducing. In fact, I thought it was beautiful in its simplicity. If I had issues with anything, it was the lack of solutions to puzzles. There was always a certain item that had to be used in a certain way to progress, which admittedly is a frustrating staple of such adventure games. For example, I couldn't electrocute a creature with jumper cables, but had to find an artifact to use as a conduit. Said artifact was in a small pool of water and looked to be within easy distance of an adult arm, but the game forced me to locate a fishing rod in order to retrieve the object.

Unfortunately, the pathfinding in this game is nearly non-existent, so when I try to talk to someone the game often tells me I can't reach him or her to do so, even if I am standing next to them. This is because the game's animation requires the conversation to occur at a different angle from where I made the attempt.​

Read the review in its entirety: AdventureDex Retrospective: Sanitarium

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RPG Codex Interview: Torment: Tides of Numenera

Codex Interview - posted by Zed on Thu 22 May 2014, 21:48:55

Tags: Adam Heine; Colin McComb; George Ziets; inXile Entertainment; Jeremy Kopman; Torment: Tides of Numenera


What was first meant to be a catch-up interview with George Ziets, now the Lead Area Designer for Torment: Tides of Numenera, turned into a much broader interview as we also managed to get a hold of a few other game designers as well. So, for this interview, George Ziets is joined by Creative Lead Colin McComb, Design Lead Adam Heine, and Crisis Designer Jeremy Kopman. Holy moley.

Here's a slice of it:

The original Torment as well as Mask of the Betrayer are known for their originality and weirdness – at least in comparison to other CRPGs. When talking about why Pillars of Eternity will incorporate dwarves, elves and other fantasy tropes, Josh Sawyer touched on the importance of player familiarity. What's your take on this? Do you think it could ever get too “unfamiliar”? Too abstract?

George Ziets
This is partly a matter of personal taste, but I place much less value upon familiarity in new settings. Audiences are a lot more flexible than we often think. To me, it’s more important that character motivations and emotions feel believable and identifiable, regardless of setting. If you create characters who feel and act in a believable way, have problems that players can identify with, and are likable, audiences will tolerate a lot of weirdness in setting details.

Presentation is also a major issue to consider in a new setting. If you try to throw a lot of unfamiliar setting details at a player in the first ten minutes of gameplay (or, worse, in a convoluted opening cinematic), you’re likely to lose your audience. If, on the other hand, you drop them into a world that is full of mysteries, and the player is learning about the new world as an integral part of gameplay and story, their unfamiliarity with the setting can actually be an asset – it encourages a sense of ongoing discovery that can help keep the player engaged throughout the game.

I think problems arise in new settings when characters are flat and boring, stories are clichéd, the audience isn’t emotionally invested in what’s happening, and the creators are relying upon the details of the setting itself to interest the audience. A lot of hard science fiction falls into this trap. Writers can become so focused on communicating the details of the setting that they fail at job #1, which is creating an engaging story.

Colin McComb
Josh is a really smart guy, and he’s right that many gamers place a great deal of value on familiarity so that they have touchstones on which to base their experience with a game. Using standard fantasy tropes is a great way to get people to ease into acceptance of the stranger aspects of the setting – for instance, the novel soul mechanics of Pillars of Eternity. This is the right decision for their game, which deliberately takes on some of the trappings of a magical, medieval setting. Given their vision and the experience they’re targeting, it would be a mistake for them to introduce too much abstract weirdness into the early part of the game.

Our vision was about something else altogether, and I think – I hope! – that we made our backers aware of just how weird and wonderful our setting is. Part of why we chose Numenera in the first place was because we want to deliver a setting that is intentionally strange and mysterious to our players, and one that will come to make coherent, internally consistent sense through the course of the game. We’ve said before that the game takes the player through the life of the Last Castoff, and we meant that. When the player enters the game, he or she will do it as an infant to the world. The world should be unfamiliar, just as it is to a newborn. The player will gain familiarity through experience.

That said, sure, a game could get too abstract or too weird. But I believe that if we create strong characters with believable motivations, realistic choices, and interesting situations, the strangeness of the setting becomes an inextricable part of the pleasure of the game.

Planescape: Torment had some very combat-oriented zones, particularly in the late game, while other parts of the game remained relatively combat-free. These combat zones could cause problems for socially invested characters. Is this something you're looking to address in Torment: Tides of Numenera?

Jeremy Kopman
Because the Crisis system leads us to build fewer but more expansive turn-based, tactical portions of the game, we don’t plan to have any areas densely populated with groups of mobs you are forced to fight. While all Crises present tactical challenges, some are more likely than others to lead to combat, and at times combat will be the most straightforward solution to the problem at hand. But even if the player finds him/herself in a spot where they have no choice but to fight, non-combat build options (Skills, Esoteries, Tricks of the Trade) will frequently offer a benefit. Players can attempt to converse with intelligent enemies, using their PC’s features to broker peace, frighten their opponents into losing morale, or simply distract them so their allies can gain the upper hand. In addition, many esoteries grant Fettles (the TTON term for status effects) that could weaken opponents’ resolve and leave them more susceptible to conversation options, disable them long enough to flee, or even charm them into helping the party. If your party is still in danger, exploration abilities and skills can be used to open paths to escape or inflict damage on the enemy without any attacks (as in the gantry example in the Crisis question above).

As we’ve stated before, we plan for it to be possible to complete TTON without engaging in combat at all. Players can finish or avoid every Crisis using social, stealth, and exploration abilities. Having said that, we haven’t promised that it will be easy. It will likely require very careful decision making and smart character build choices to complete the whole game without throwing a single punch/self-propelled energy projection device.​

You really ought to read all of it, like, right now.

Read the full article: RPG Codex Interview: Torment: Tides of Numenera

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RPG Codex Top 70 PC RPGs (Now with User Reviews!)

Community - posted by Crooked Bee on Sat 10 May 2014, 23:05:55

Back in January, esteemed community member felipepepe staged a vote so we could find out what our community's all-time best computer RPGs actually are these days. As a result, we got a hefty list, with graphs and stuff, of 70 titles - or actually a bit more: some games were tied, so you may notice that this Top 70 list features more games than just seventy. Then we asked our users to submit mini-reviews for the games that made it on the list. Around 50 Codexers and one Watch spy took the call, and here's what came out of it.

I'll quote the winner here for you, but be sure to check out the full list.


Jasede: Ah, wretched Planescape: Torment, always Planescape: Torment. This game is so hard to sell. I've many times attempted to get people to play it, only for them to get bored before leaving the mortuary or the bar outside it. If they do keep playing despite that, they are met with terribly shallow encounter design and an RPG system that seems more like a strange cross between Choose Your Own Adventure books and an adventure game, based around puzzles and conversations. Even calling it an RPG is almost a matter of some debate. So why then does this game hold such a high place to so many of us?

The biggest reason is that this game has shown us that story-based games can work. Often likened to a playable novel, PS:T tells the engrossing tale of a man in search of his past - or pasts. Starting from the tired cliché of amnesia, PS:T quickly draws those who will accept it for what it is, warts and all, into an engrossing tale of redemption, love and treachery, covering succinctly many of man's desires and shortcomings. While nobody is going to suggest this is the same level as classic literature, this is the game that showed us that video game writing can be above average, can indeed conjure up fantastic worlds and allow us to visit them. Not one NPC in PS:T does not have an interesting story, not one description of text or snippet of party banter an enticing tidbit that teaches us about the odd, foreign world that the tale occurs in.

PS:T invites us to a strange journey, and those who accept the invitation will, if they have the patience to read the game's copious walls of text, find themselves drawn to into an experience that they are not likely to ever forget.

MicoSelva: Probably the best story in any video game ever, Planescape: Torment is much more than just that. Allowing the player to explore one of the most unique worlds in the history of computer RPGs and interact with some of the most interesting characters ever created, PS:T is also a very solid game underneath it all. Everything you do in this game matters: how you create your character and develop it, how you approach people and what you say to them, what you do and what you decide not to do.

Torment will destroy your assumptions about what to expect from a fantasy RPG, as it comes with zero elves, zero dwarves and only two swords in the whole game, and it will also leave you wanting more from every RPG you play afterwards. Obviously it's not perfect (nothing is), with combat especially in need of some improvement, but so far it is as close to perfection as it gets.

Grunker: This game is unlike anything I'd ever played before or have played since. Everything was strange, and you never knew what to expect. One of the things I miss the most about games from the years past is the feeling of being thrust into a completely alien world, where nothing can be expected and everything is new and surprising. Oh yeah, and "DON'T TRUST THE *spoiler*". That moment was singed into my brain; it's probably the most memorable gaming moment for me.

Planescape: Torment is a game unlike any other, and thoroughly deserves its top spot on this list.​

Read the full article: RPG Codex Top 70 PC RPGs (Now with User Reviews!)

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RPG Codex Review: South Park: The Stick of Truth

Review - posted by Crooked Bee on Wed 7 May 2014, 17:47:54

Tags: Obsidian Entertainment; South Park: The Stick of Truth; Ubisoft

It's been around two months since the release of the Obsidian-developed and Ubisoft-published RPG South Park: The Stick of Truth. It reviewed well and, we assume, sold well, too. Now that the initial hype storm has passed, Zed and I sat down to discuss what the game did right and what it did wrong. Our impressions are mixed -- in a sort of positive way, but mixed. For details check out the full review, but meanwhile here's our conclusion:

Zed: It took me 12 hours to beat the Stick of Truth on hardcore difficulty. I completed almost every quest I came across and my character reached the maximum level of 15. After beating the game as a Fighter, I tried replaying as a Mage for half an hour, before realizing the game stayed essentially the same – same QTE-centric gameplay, same jokes. As you mentioned earlier, throughout the story there’s only one real instance of a choice, with only a short-lived consequence. But while it doesn’t have a lot of reactivity nor much replay value, The Stick of Truth is a funny game. Not as funny as the TV show, but it feels like a genuine South Park experience. I would have liked to see more satire and witty humor, and the game doesn’t really introduce any new characters either. The absurdity and in-jokes seem a bit overdone compared to most other South Park creations.

Crooked Bee: Well, like I said, I personally enjoyed the overdone absurdity. The mechanics though, not so much. Quests, combat, exploration, it’s all very easy to get into – mostly thanks to the writing – but ultimately also very repetitive. That's why it’s a good thing the game is only 12 hours long; but also a bad thing, because I believe the full price is too high for that. (Thank you, Ubisoft, for a review copy.)

Zed: Yeah, while being a subjectively funny game, it’s not very good in terms of mechanics and systems. The social media stuff seems half-forgotten in the later segments of the game and there are rarely any reasons for you to re-visit locations. It’s like a long South Park episode coupled with the gameplay and interactivity of a Newgrounds flash game.

Crooked Bee: Wow, that’s harsh! (Says someone who did nothing but complain about the mechanics for the entire review.) But sure, if we are to judge it as an RPG – this is the RPG Codex, after all! – and not just an interactive South Park episode, it’s definitely lacking, a mixed bag made up of addictive and monotonous in equal measure. Some aspects (writing, atmosphere, loot, animations) are brilliant; the RPG core, however, the combat, quest structure, and character development, are very simplistic. The lack of any kind of non-linearity or improvements to the tired Paper Mario formula is a big downer, too. The flip side of this being an interactive TV show episode, I guess…

Zed: It is what it is, and as that good ol’ Codex saying goes, it’s “good for what it is.” I highly recommend this game to fans of South Park (especially fans of the more juvenile stuff) and fart enthusiasts (like Germans). I can’t really recommend it to grimdark serious-face CRPG players looking for something deep and rewarding. They will find none of that here.

Crooked Bee: Yeah, it’s an ultra-casual RPG lite, albeit a very solid one at that. Despite my nitpicking, however, this is also the best, and most skilfully written, comedic RPG I’ve played. If you can disregard that this is supposed to be an Obsidian game, you’re bound to enjoy it. It is a shame, however, that I can’t help but associate the excellent content with Matt and Trey, and the underwhelming gameplay and design with Obsidian. It may, of course, have been South Park Studios or the evil publisher Ubisoft who demanded that Obsidian should make the actual RPG side as unimaginative as possible, but given Obsidian’s best titles, I refuse to accept any blame for wanting the game to have been something more. Mr. Chris Avellone once mentioned he’d like to design a High School RPG some day; if this were it, I would be highly disappointed.

Zed: It’s a bit funny how Obsidian are often profiled as the CRPG developer, when they haven’t exactly got a lot of releases under their belt to show for it. Imagine us in a year or two, reviewing Armored Warfare and going “Tanks?! Real-time?! Where are mah choices?! We expected more from you – Chris Avellone!”​

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RPG Codex Interview: Prisonscape

Codex Interview - posted by Crooked Bee on Sun 4 May 2014, 19:44:05

Tags: Heaviest Matter; Prisonscape

As you may have guessed from its title, Prisonscape is an RPG set in prison. Featuring the traditional "indie game" pixel art and influenced equally by Japanese and Western RPGs, it aims to be complex in its mechanics and focused in its scope. Recently, Prisonscape's developers launched a Kickstarter to help them devote more time to the game, with the funding goal of $49,500. Unfortunately, so far it has only managed to collect about a third of that sum, with just 4 days left to go.

We reached out to Prisonscape's designer, Pekka Kallioniemi, to ask him some questions about the game's concept and the Kickstarter campaign. Here's a snippet:

Please tell us a bit about yourself and what motivated you to make a game like Prisonscape in the first place. Both thematically and mechanics-wise, what were the main influences on the game's concept?

We are two Finnish guys who decided that developing games could be our thing and decided to give it a try. Tuomas used to be in QA of a Finnish gaming company, Universomo, but I had no prior experience in game development. As a designer, I draw a lot of inspiration from pen and paper RPGs, such as AD&D 2nd edition, Twilight 2000 and Cyberpunk 2020.

Originally, Tuomas (the programmer) wanted to do an arcade/action game similar to the hospital scene in the Amiga classic It Came from the Desert. Eventually the game evolved into an adventure/roleplaying game. We felt that prison from the inmate's perspective was something that wasn't done properly before. Thematically the biggest inspiration comes of course from HBO's Oz, but also from classic prison movies like Shawshank Redemption, Midnight Express and Escape from Alcatraz (see a pattern here?).

Before this we have said that mechanics-wise most of the inspiration has come from classic JRPGs, but this isn't really true anymore since we moved from 1 vs 1 / ATB battle system to grid-based, tactical combat with henchmen, and there aren't many other similarities between classic JRPGs and Prisonscape. The current combat system is probably closer to Fallout, but actually most of the stuff we've come up with comes from pen and papers. This is a bold statement, but I think that AD&D 2nd edition with the Player's Option expansions is THE best combat system ever made, it just needs a lot of adjustments so that it fits in a cRPG taking place in modern prison.

Among the non-combat skills on the stats screen, there is a skill called Literacy. I'm curious: what does it do? There's also a screenshot on your Kickstarter page that shows the main character "reading up on some high school materials" in order to raise different attributes - is Literacy connected to that? How does training and raising your skills and attributes work?

Literacy is kind of a 'hard mode' - when you start the game, you can select your background and there's an option for being illiterate. Many of the jobs require you to be able to read and/or write, but the main story doesn't require this, and you can try playing the game through as an illiterate inmate if you want. This also limits your Intelligence score as you can't get all that knowledge that's available in the books. You can also learn to read inside the game if you start it as illiterate.

Skills and attributes can be increased by training - the most effective method being actually using them. For example, getting into melee fights exercises your Fighting skill and trading with other inmates exercises your Haggling skill. This is the most effective way to learn, but there are others, too. After every game turn (about a week in prison) you can choose what you want to do during being locked inside your cell or at rec time. These are related to either training your attributes or skills. Attributes are better in all-around stuff, whereas training skills gives you expertise in more specific areas. You can also get trainers to boost your training by hiring them or getting them through jobs.​

Read the full interview: RPG Codex Interview: Prisonscape

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RPG Codex Review: Heroine's Quest

Review - posted by Crooked Bee on Thu 1 May 2014, 16:28:34

Tags: Crystal Shard; Heroine's Quest: The Herald of Ragnarok

Just when everyone had used to the thought that the Quest for Glory series would never see a worthy successor, and the Coles themselves went a seemingly unrelated way with Hero-U, a whole three new Quest for Glory-like adventure RPGs were announced - Quest for Infamy, Mage's Initiation, and Heroine's Quest. The latter was the first one to be released, and for free to boot! (Download it on Steam.) Quality never came at a lower price.

Having nothing to do with mind-altering substances, Heroine's Quest: The Herald of Ragnarok follows the adventures of a female protagonist in a Viking-themed land. It also follows the Quest for Glory formula almost to a tee. In this review, esteemed community member Aeschylus tells you why you should abandon whatever it is you're doing and go download Heroine's Quest right now, especially if you're a Quest for Glory fan. Have a snippet:

Once upon a time, in the halcyon days of 1989, Sierra released a strange game called Hero's Quest -- later rebranded Quest for Glory, due to Hasbro's corporate dickery. The game tried things that had never really been done before -- melding RPG character development, classes, combat, and exploration with adventure game-style puzzles and occasional moon-logic. That game spawned a remake and four quality sequels, comprising undoubtedly one of the finest game series of all time. In spite of its success and quality however, Quest for Glory never really spawned any imitators (other than the painfully mediocre BloodNet) and remained for the most part alone in its genre. Over the years there have been a few attempts by fans to create successors -- such as the ill-fated Hero6 project -- but none had come to fruition until finally, this year, Heroine's Quest: The Herald of Ragnarok was released by Crystal Shard Studios as freeware, following up on their excellent adventure game A Tale of Two Kingdoms.

Heroine's Quest is a game that does not so much politely borrow from Quest for Glory as it does tackle it and steal its stuff. Thankfully, it does so for the most part without damaging any of the elements that made QFG great; most everything from the originals is still there, including the three character classes, connections to real-world mythology, adventure game puzzles, stat-building through practice, exploration of a large, hostile forest, goofy, awkward humor, and multiple solutions to almost every situation. The only real difference is that your character has lady-parts. Because of all this it is almost inevitable that Heroine's Quest will be played through heavily tinted nostalgia goggles, but it is also a game that is worthy of consideration on its own merits. The borrowed mish-mash of features for the most part comes together successfully independent of its influences, though not without a few stumbles along the way. There are many elements to discuss, so let's get to it.

[...] The overall difficulty of the puzzles, aside from the few previously mentioned, is fairly moderate. You'll have to think a bit and explore the world carefully, but there are no puzzles that are so out-of-this world logic-wise that they're likely to be a major stopping point. That plus the fact that you generally have a fair number of things to do -- there is a large amount of optional content in the game, though it's only 100% optional for the Rogue -- mean that being completely stuck is likely to be a rare occurence. Getting full points on the other hand is quite challenging and requires you to always do the things appropriate to your class; a Rogue should always steal when possible, a Sorceress should strive to use spells, and a Warrior should always enter combat and search for new weapons. It's worth trying to max out your score, as you're likely to find a few interesting optional sections you would have otherwise missed.

So, after all that, is it worth playing? The answer is very much yes, particularly given that it's free. Heroine's Quest is of a good enough quality that it could be considered a proper entry in the original Quest for Glory series, and that is high praise indeed. It's a well-crafted look back at an era of games that we haven't seen for a long time, but it can very much stand on its own independent of any nostalgia.​

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RPG Codex Interview: Obsidian's Carrie Patel on Pillars of Eternity

Codex Interview - posted by Crooked Bee on Sat 26 April 2014, 17:59:14

Tags: Carrie Patel; Obsidian Entertainment; Pillars of Eternity

You might be surprised to hear that Obsidian's Pillars of Eternity has other people besides Josh Sawyer, Chris Avellone or Eric Fenstermaker working on it. One of these people is the narrative designer Carrie Patel. She is also a writer, and is publishing her first book, "The Buried Life," in July.

Esteemed community member Hormalakh has reached out to Carrie to ask her some questions about Pillars of Eternity, RPGs, as well as various narrative design and writing-related things. Have a snippet from the resulting interview:

What are some of your literary influences and your favorite games?

It's hard for me to pinpoint who I actually emulate, but I'll tell you who I'd love to follow. I love Neal Stephenson -- his books are funny, smart, and thrilling all at the same time, and I'm convinced that the first two pages of Snow Crash would hook anyone. I loved Umberto Eco's The Name of the Rose for the way it bound a fascinating mystery, two surprisingly lovable characters, and interesting theological questions. And I'd also have to mention Dune. I liked the story, and beyond that, I loved the way it fleshed out an entire universe of political and economic conflicts.

On the games front, my big formative experiences were with the old Sierra adventure game series -- King's Quest, Quest for Glory, the Colonel's Bequest. I loved playing through stories that were also puzzles, and it was always satisfying to explore, explore, and explore again and finally find the thing (an old boot, a soup bone) your character inexplicably needed. It was fun even though it was way too easy to play yourself into an unwinnable corner without realizing it.

I've also loved Morrowind -- it was the perfect blend of sandbox and story in a nontraditional world, and it just goes to show that you don't need to play a plumber to travel a world with giant mushrooms. I had tons of fun with both the combat and the storyline of the Mass Effect series, and I loved stealthing my way through Deus Ex: Human Revolution. For something a little different, Braid and The Stanley Parable did amazing things with experimental storytelling while unfolding their narratives with unique but fitting gameplay. The Stanley Parable is one of the funniest games I've ever played, and even though it's brief, I was as engrossed in it as I've ever been in bigger, more produced games. And the end of Braid is one of my favorite "aha" moments in any game. And, of course, Planescape Torment is a great example of a unique and immersive narrative -- even though character customization is limited, the choices presented to the player make the experience every bit as personal as if you'd built the character from scratch.

What do you find the most difficult aspect of writing for a video game like Pillars of Eternity?

Accounting for all of the extremes of player agency is challenging. One of our goals is to create a story that people can play however they want, but that means that when you're writing and scripting, you have to consider all of the secondary ways someone could try to complete the game. What if the player kills this NPC? Would exploring this area too early break the story? You don't want players to feel shackled, but you don't want to create situations where they might end up with an unplayable mess. So you set up failsafes to guide them through the key moments so that they can ultimately play however they want and still enjoy the full game.​​

Read the full interview: RPG Codex Interview: Obsidian's Carrie Patel on Pillars of Eternity

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RPG Codex Report: PAX East 2014

Editorial - posted by Crooked Bee on Mon 21 April 2014, 18:17:28

Tags: Chris Roberts; PAX East; Star Citizen; Tim Schafer

Have you ever been to a gaming convention? You know, one of those events where gamers, cosplayers, and developers meet, and panels are held that no one really cares about? If you ever felt you might be missing out, don't: the Codex's most famous person with a disability, esteemed community member mindx2, has just recently returned from this year's PAX East (held on April 11-13), and is here to tell you why it proved to be a disappointment for him. Here's a Tim Schafer-related anecdote:

Then I noticed the sign behind the cashier stand stating that the one and only Tim Schafer would be there at 2:00. It was 1:45, and I had stumbled right into the head of the line to meet the man himself! I would be able to deliver my message of disappointment face to face, and bemoan the fact that he had failed to recapture the glory of Day of the Tentacle and Grim Fandango. Sure enough, about ten minutes later he was there, and I was climbing off my scooter to shake his hand. Granted, this was not going to be an in-depth conversation like I had with Chris Roberts. I would literally only have a minute to say whatever I had to say.

I walked up and explained that I had been tasked by the RPG Codex to report on my PAX experience, and he went “Who?”

“It’s a prestigious magazine/forum.” I said. He just stared blankly at me.

“We thought the game was too easy.”

He looked down at me, clearly not expecting criticism and said, “No it's not. You say that or they say that?”

“Well, the consensus was that that the puzzles were too easy,” I replied.

I will always remember his response to that. He said, “Tell them they're playing it wrong.”​

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RPG Codex Retrospective Review: Anachronox

Review - posted by Crooked Bee on Fri 11 April 2014, 20:36:12

Tags: Anachronox; Ion Storm; Tom Hall

Remember Anachronox, the best non-Japanese JRPG? We sure do. That's why we offer you this retrospective feature on Tom Hall's RPG masterpiece, written by esteemed community members Deuce Traveler and VioletShadow. (A word of warning: contains spoilers!) Have a snippet:

VioletShadow: Interesting and well written dialogue is something Anachronox is definitely not short on. Talking to random people or robots might lead you to a side quest, or it might not. My main motivation for striking conversation was never “Let’s see if this nets me a side quest” but rather “I wonder what hilarity awaits me here”. I liked how sometimes an unexpected NPC would offer you important information about the game world, like when a random man in the slums gives you an incredibly sophisticated explanation of the nature of Mystech. Another way of completing side quests and obtaining skills, upgrades and rewards is to use your companions’ "World Skills" (described further on). Depending on what an NPC wants or what his problem is, it will often be very obvious which companion World Skill is required. [...] Anachronox's levelling system works well, with party members becoming satisfyingly powerful towards the end but not absurdly overpowered. Each character has a total of four unique combat skills and weapons which can be upgraded from barely working all the way to excellent. I like how the use of each character’s World Skill is integrated into their weapon and combat skill progression, such as Boots finding a combat skill by lockpicking a chest, or Grumpos yammering nonstop until some monk gives him a better weapon. It's possible to buy upgrades from a store later in the game, but exploration and side quests are the main way of obtaining them. Most of the companions can just use the item that unlocks their combat skill right away, but not all. A couple of them require extra steps that make sense in the context of the character, such as Grumpos needing to meditate using the skill item at the Pay2Pray, or Democratus’ upgrade plans having to be taken to the engineer. It works so much better than ‘character leveled up, skills unlocked’. [...]

Deuce Traveler: Let me answer the most important question: Is the game worth playing? I have to say that it is, and I have to thank VioletShadow for suggesting the game to me. I really did not have high expectations going in, and I wasn’t sure I would enjoy playing it, since I usually care more about the gameplay and combat than about the story and graphics. While there were some tactical options in the game's combat system that helped make the experience more enjoyable, ultimately the story and setting are its biggest selling points, and they are done incredibly well. This is a science fiction game with a certain degree of technobabble, but lots of it is actually based on scientific theory, and the game definitely expects a bit of intellectual maturity from its audience. I also liked the characters, and the way in which the story was told. It is a shame that we will never see a sequel, as it is quite obvious that the tale was meant to continue. I finished the game with about half of the side quests done, around the 35 hour mark.

VioletShadow: Anachronox is a wonderful game; weird, charming, unique, and original in its presentation. I’m glad that I chose this game for Deuce and I to play. Despite a bit of a slow start and often repetitive combat, it manages to provide an engaging experience with superb writing, storytelling, setting, humor, music and voice acting. I had a blast playing it and highly recommend it, especially for those with a soft spot for the bizarre and unconventional. Even though there’s hilarity at every turn, the game also explores serious topics such as corruption, bureaucratic ineffectiveness, the infinite nature of the universe and more, and not half-heartedly.​

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RPG Codex Interview: Serpent in the Staglands (Now on Kickstarter)

Codex Interview - posted by Zed on Mon 31 March 2014, 05:54:44

Tags: Serpent in the Staglands; Whalenought Studios


It was just before this weekend when Whalenought Studios' Serpent in the Staglands caught the attention of the Codex by showcasing its lovely-looking pixel art graphics and name-dropping genre classics Darklands and Baldur's Gate in their Kickstarter pitch. It was a great pitch too, but it left us pondering about a few things, so we got in touch with Whalenought for an interview.

The interview mainly covers the game in question and its mechanics and design. Here's a few Q/As to wet your appetite:

Graphically, I would have a hard time trying to imagine a game looking more like a cross between Darklands and Baldur's Gate than Serpent in the Staglands. However, you cite these games as influences for the game's innards rather than how it looks. Let's start with Darklands. What have you drawn from this game?

Thank you! That was absolutely what we were going for (and budgeted for). We’re keeping the art gritty and ground in some amount of realism.

Similar to their classless skill system, our system involves building your character by selecting any combat, spell or aptitude skills you’d like. This allows for a vast amount of customization and personality — rewarding creativity with your own custom build types. The Darklands combat is frenetic and pretty ruthless and we’re trying to capture that as well. Nothing was more satisfyingly demoralizing than failing to best some bandits and getting told they stole all your equipment and money and left you for dead. Their story scenes were the original inspiration for our Aptitude creation and uses outside combat.

On the Kickstarter page, you mention a few locations such as Emerald Mines and the forest domain of the Wandering Lady. Will the player travel seamlessly between these areas or do you use a world map system like the one found in the Infinity Engine games? Is the progression linear or can the player choose which areas to visit and in what order?

We designed a system that’s completely open for the player to explore at will. Enemies and conflicts don’t level with you, so there isn’t necessarily an order, but general areas are safer out of the gate than others.

Similar to other crpgs, maps are individual scenes that you can exit near the edges that will bring you to an overworld map with markers that you manually traverse. You can have random events and ambushes take place while traveling, along with uncovering secret locations.

Where do you see Whalenought heading with Serpent in the Staglands? It's a certainly a departure from your earlier, perhaps more accessible, mobile games. Are you looking to become the next Spiderweb Software or Basilisk Games, focusing on throwback CRPGs?

Our plan is to continue to explore the world of Vol (where the Staglands lies) in future games. We have a lot planned for other continents to explore and are excited to continue unraveling the lore in other campaigns.​

If you think this game sounds balls-off-the-court awesome after having read the interview, be informed that the Kickstarter is still ongoing!

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RPG Codex Review: Deus Ex: The Fall

Review - posted by Infinitron on Tue 25 March 2014, 21:43:28

Tags: Deus Ex: The Fall; Eidos Montreal; Square Enix

Back in 2011, Eidos Montreal, a Quebecois development studio owned by Japanese publisher Square Enix, released Deus Ex: Human Revolution, a sequel/prequel to the long-dormant Deus Ex series. Although it had its share of detractors, it can be said that Human Revolution surprised gamers worldwide by actually being fairly decent. Unfortunately, our hopes that the world had acquired a new good-for-what-is AAA game developer were dashed when Eidos Montreal proceeded to "restore balance to the force" by sodomizing the Thief franchise. But still, not all was lost! The core Deus Ex team at Eidos, consisting of individuals such as charismatic art director Jonathan Jacques-Belletête ("JJB") and talented narrative designer Mary DeMarle, were not involved with Thief. No, they were working on a new Deus Ex title, a title that would surely be revealed soon...

Well, fortunately, that turned out to be true. Unfortunately, it turned out that what they were working on was Deus Ex: The Fall, an iOS-exclusive mobile game. Released last July, The Fall was subsequently ignored by every gamer smart enough to know that you don't play shooters on a tablet, a description that happens to fit most of the Deus Ex fanbase. I have no idea how well it actually sold on Apple's platform, but as it happens, the game was pushed to Android in January, before finally finding its way to PC last week. Now fully within our sphere of attention, we realized that we had to bite the bullet and give Deus Ex: The Fall a closer look. Expecting the worst, but hoping for at least some redeeming qualities, we dispatched our Expert On Popamole Affairs, DalekFlay, to play the game and write a report on his findings.

Without further ado, I present...

A Review by DalekFlay

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RPG Codex Review: Shadowrun: Dragonfall

Review - posted by Crooked Bee on Fri 14 March 2014, 17:37:57

Tags: Harebrained Schemes; Shadowrun Returns; Shadowrun: Dragonfall

The recently released DLC (but actually more of an expansion) to Harebrained Schemes' Shadowrun Returns, Shadowrun: Dragonfall, promised to improve on the original campaign by making gameplay less restrictive and more open-ended. But did it deliver on those promises? Read this review by Darth Roxor to find out. Here's a snippet:

As you may remember, the main issues with the OC’s missions were their corridor-ish maps that didn't leave room for different approaches, the lack of decking opportunities, and the checkpoint system that didn’t allow going back and forth between maps. Every single one of these flaws has been fixed. In Dragonfall, every level gives you the opportunity to you access the Matrix and do funny things, like taking control of turrets or spying on enemies with cameras, and there are lots of those excellent set-pieces where you have to cover a decker in combat. Some missions take place in multi-floor buildings, and while you shouldn’t expect maze-like levels, there is still considerably more to do in them than just run and gun. A few of them can even be completed without firing a single shot if you have the proper skills, and most have a few side objectives as well. Navigating around the maps is much smoother now, because the game properly turns off turn-based mode outside of combat. The last mission, in particular, is simply brilliant, and I wish there were more runs like it in the game – it’s actually almost a straight-up dungeon crawl, with multiple levels, navigating through dark tunnels, finding the means to tip the scales in your favour, while coming across lots of nasty-ass enemies that slowly chip away your medkits.

[...] I did say difficulty was still a problem, and unfortunately, two significant issues with it remain: the Heal Wound spell is as broken as ever, and the enemy AI is as retarded as ever. I have absolutely no idea who the hell decided to keep the hard-coded routine that makes enemies never use more than one offensive action per turn, but he should be yelled at. Seriously, I mean it. There’s nothing that keeps the difficulty down more than this – even if you are severely outnumbered, your team still effectively has more actions per turn than the enemy, and it is downright absurd when you see a foe shoot you once and end his turn, even though you know he has 4 action points because a flashbang that hit him on a different occasion for -3AP didn’t knock him out. If the AI was actually using its potential to the fullest, Dragonfall might have actually been a very challenging game. I have no idea why they couldn't make the “Very Hard” difficulty setting remove this "enemy action limit".​

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RPG Codex Review: Might & Magic X: Legacy

Review - posted by Crooked Bee on Sat 8 March 2014, 19:49:06

Tags: Limbic Entertainment; Might & Magic X: Legacy; Ubisoft

In January Ubisoft and Limbic Entertainment released Might & Magic X: Legacy, the newest installment in one of the most venerable RPG series. In a detailed review you've all been waiting for, esteemed community member and Might and Magic connoisseur Sceptic examines just to what extent MMX departs from or improves on the previous games in the series. I'll quote his conclusion here, but be sure to read the full review for his analysis:

There is no doubt about it: MMXL is an excellent game and the best turn-based blobber for the PC since forever, and not only because it has very little in the way of competition. It is obvious that Limbic put much love into making it and despite many flaws it stands as proof that turn-based gameplay is not and will never be passé. Only one question remains: how does it compare to the previous entries in the series purely as a Might and Magic game?

[...] In summary, MMXL does not quite live up to the expectations that I had when reading everything that was released by Limbic about the game, as well as the Codex previews. Perhaps no game could have lived up to the expectations one builds after 12 years of waiting for the next entry in a beloved series, an entry that no one ever expected would see the light of day. The game departs from the M&M formula where it matters the most, the overworld exploration. Additionally, it has quite a few flaws in its combat system. But it also preserves and improves core M&M tenets. The character system, the dungeons, the puzzles, the Relics, and yes, even many aspects of exploration have been lovingly recreated to please fans of the series, but also improved - something that the old series excelled at doing in almost every new iteration. Despite its flaws, the game's combat can be a lot of fun and it is certainly the most serious attempt at tactics that the series has attempted in a very long time. What matters is that none of the game's flaws are serious enough to warrant depriving oneself from the pleasure of playing it. After all, the Codex's favourite games are all flawed gems. We have always preferred games that try for challenging and tactical combat and for meaningful non-linear exploration, to ones that give up and go for typical modern formulae and restrictive cinematic experiences. MMXL certainly tries very hard, and it often succeeds. Even the exploration, despite being such a departure from what M&M did best, is excellent if divorced from the series' expectations and taken on its own terms.

The final verdict should be obvious by now: MMXL is a must-buy and a must-play. Limbic did a superlative job in bringing together many beloved elements from the series, improving where they could and not dumbing down where it matters. The flaws are immaterial in the grand scheme of things; Limbic have proven they can make a real (and good!) M&M game, and they have certainly proven that they can make an excellent turn-based tile-based blobber with all the joyful gameplay elements that entails. All Ubisoft needs to see is that there is a market for this kind of game, no matter how niche. MMXL may not be the best M&M game to date, but it's more than good enough, and if Limbic can iron out the flaws in the combat system and improve exploration and other aspects, then MMXI will really be something special. I'm certainly looking forward to it.​

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RPG Codex Review: Blackguards

Codex Review - posted by Crooked Bee on Fri 28 February 2014, 23:39:56

Tags: Blackguards; Daedalic Entertainment

Daedalic Entertainment's Blackguards took us by surprise. Who would have expected a German adventure game studio to make a great tactical RPG, of all things? And yet, as you may recall, our early preview of the game was, nitpicking aside, positively glowing. It's taken us long enough since that preview and the game's official release in January, but we are now ready to present our final verdict on Daedalic's RPG debut, penned again by Darth Roxor and felipepepe. Have a snippet on encounter design and then be sure to read the full review:

Darth Roxor: Fighting. There’s a lot of it. In fact, it is pretty clear to me that if you don’t like combat-centric RPGs, you will not like Blackguards. However, if you do like RPG combat, this game presents a very rare treat that is fairly unique within the spectrum of the cRPG genre, and I can say that with a straight face. It achieves that thanks to a few factors, the primary one being its excellent encounter design.

You see, Blackguards seems to have a different design philosophy behind it compared to other RPGs. When you think about “difficulty” in other games in the genre, the first thing that comes to mind is usually those shitty solutions used by incompetent developers, like enemies with ridiculously bloated HP that kill you in one hit. Others will just keep the one-hit-kill part. More competent ones will come up with superior enemy AI and varied combat encounters. Daedalic obviously went for the last solution, but even then, their approach is still considerably different from other tacticool games you might have played, since it supplements mixed groups of enemies possessing different strengths and weaknesses with complex environmental interaction, that makes many of the game's fights feel a lot like puzzles. You will often be outnumbered and outgunned, against enemies armed with things like poisoned weaponry and traps, but you'll be able to offset that with careful tactical consideration and tool management. [...]

Felipepepe: I said it in the preview, and I’ll repeat it here: Daedalic’s vast experience in adventure games can be fully felt in the way they approach encounter design. Baldur’s Gate 2 is often praised for its vast bestiary and great encounter design. I dare say that Blackguards has equally great encounter design, although from a different “school”.

Since every encounter happens in a unique arena specifically designed for it, the developers had the freedom to play with various things. There are holes that spawn enemies, time limits, movable and destructible objects, healing orbs, falling chandeliers, mechanical blades, flying dragons, falling stalactites, rotating fire traps, swamp gas, giant tentacles, mind-controlling plants, draw bridges, collapsing passageways, a giant cage on a crane… there is not a single RPG out there that offers so many interesting things to do during combat. Honestly, Blackguards is a lesson in encounter design that every RPG player AND developer should experience, to see what a creative team can do when thinking outside of the genre's standard templates. Daedalic even had the guts to make skeletons properly immune to arrows and swords, as they should be.​​

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RPG Codex Review: Paper Sorcerer

Review - posted by Crooked Bee on Thu 20 February 2014, 15:55:27

Tags: Paper Sorcerer; UltraRunawayGames

Esteemed community member Deuce Traveler has penned a review of the Wizardry 4-like dungeon crawler Paper Sorcerer, released last year and available on Steam as well as from the game's official website for just $5. Have a snippet:

First, keep in mind that there is no character creation besides choosing a gender. Your character has been stripped of all of his or her powers, but you do get to summon one monster to aid you before the first fight. The summoned monsters join your party and gain levels along with you as you progress.

There are four different difficulty levels to choose from: Easy, Normal, Hard and "1980's". During my first trial runs, I went through the first stage of the game on Normal and on 1980's. I played on Normal with my Sorcerer, a Skeleton, a Minotaur, and a Vampire. On 1980's mode I tried my Sorcerer, a Cultist, an Abomination, and a Shadow. Eventually I settled on playing with a Vampire, Abomination and Witch on Hard mode. This party had the benefit of having two characters that could perform strong melee attacks (Abomination and Vampire), two characters capable of healing (Vampire and Witch), and two characters for arcane magic (Witch and Sorcerer). Those that want to go with a more classic party could run with a Goblin thief, Skeleton warrior, and Cultist healer. The combinations are quite numerous and the various classes fun to play and level up, adding to overall replayability. [...]

The main dungeon levels seem simplistic at first, each consisting of around a dozen or so rooms with connecting hallways. Each stage of the prison consists of three dungeon levels to explore, followed by one open area where a boss fight is conducted. It is easy to breeze through these levels, as you can always return to your home to rest up when low on health, and the enemies encountered do not respawn once defeated. However, there are hidden secrets scattered through the game that you can find if you explore thoroughly and pay attention. Finding these secrets is rewarding, as often they lead to treasure rooms with some great randomly generated loot.

Many of the stages have their own architectural style, with the graphics for the doors and walls altered to convey a different atmosphere. Some locations require you to walk across narrow causeways, while others require you to ascend or descend platforms in order to navigate them. This doesn't really make the game any more difficult, but it is a welcome attempt to break up the monotony. A couple of locations in the main dungeon also feature respawning enemies which make it difficult to map everything out, but this is thankfully used sparingly. [...]

The replay value is what makes the game addictive. With nearly a dozen different thralls to summon, you’ll be constantly experimenting with the composition of your party to support particular play styles. I can imagine fans of the game trying to beat it with a party consisting of no tanks or no healers, for example. At the end of the game you are given an epilogue for each character you have in your party, encouraging you to play again in order to see the various endings.​

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RPG Codex Review: BloodNet (1993)

Review - posted by Crooked Bee on Wed 29 January 2014, 20:50:46

Tags: BloodNet; MicroProse

BloodNet is a 1993 adventure/RPG hybrid that has been recently re-released on GOG. In this review, community member Satan in the Suburbs attemps to find out if the game is worth your hard-earned $5.99.

According to him, the answer is a no:

Most characters are completely one dimensional: instead of complex personalities with more than one flavor, more than one outlook, most characters have one personality-tick that's driven into the ground. The exceptions are the characters who are so bland that there's nothing to comment on. There are also some references to real people in-game (ex. Kafka, Nietzsche, Orwell, Sterling), but these references are little more than name-drops. Some of them don't connect with the game at all, as if the writers are just trying to impress you.

Any writer worth the title knows that character development is what makes characters have life. In this area, BloodNet falls completely on its face. There is absolutely no character development to be found in BloodNet. Every character is exactly the same at the beginning of the game as they are in the end. Any obstacle in BloodNet exists solely for the sake of gameplay, as opposed to an obstacle that, when overcome, changes a character's outlook. Each character arc is completely flat.

[...] The combat system is by far the weakest aspect of the game, and it's a shame since there are many mandatory fights. The interface is clunky and unintuitive, time consuming when you have to give orders to every party member and stop combat with the escape button, and ultimately just not fun. There is no tutorial for anything, so you'll have to read the manual (which includes false information) to understand exactly what to do. Combat is turn-based, and it comes in two types: descriptive and quick. Quick combat lets the computer make decisions for you, which will invariably lead to the death of your entire party and force you to reload the game. Descriptive combat is where you make the decisions. In this mode, however, combat can become rocket tag, if you know the trick. Most enemies can die in one or two hits, provided that they're not wearing an armor type that absorbs the specific type of damage you're dealing, that you're targeting their chests, and that you're using the right weapon. There are a multitude of weapons in the game, but the one that you'll probably use the most throughout the game is one that's in your inventory at the very beginning: the sawed-off shotgun. One hit to the chest is all it takes for most enemies to die. You can target an enemy's limbs, but there's never any reason to do so.

[...] BloodNet is not a good game by any stretch of the imagination. It's likely to give you a major headache with all its faults, forcing you to give up on it midway through when you've triggered one of the many ways to render the game unwinnable. While the cyberpunk aspect of BloodNet is executed well, the vampire aspect of the game seems to be tacked on as little more than a gameplay quirk. However, if you're willing to look past all of its failings, you may find something to like. BloodNet is a game with some good ideas, but with an absolutely terrible execution.​

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RPG Codex Review: Monte Cook's Numenera

Review - posted by Grunker on Sun 19 January 2014, 23:30:51

Tags: Monte Cook; Numenera; Torment: Tides of Numenera


On April 6, 2013, 74,405 people decided that the world was ready for another Torment game. They did so even though the developers behind it, Brian Fargo and his company inXile, were unable to acquire the rights to produce a direct sequel. No familiar characters, no familiar story, and most importantly of all, perhaps: no familiar setting.

Instead, Fargo, and his lead designer Colin McComb, had decided to use the Numenera setting, the all-new pen & paper setting by Planescape co-creator Monte Cook.

Numenera itself was the product of a succesful Kickstarter, and the pitch promised it would be a strange and mystical spin on fantasy tropes and science fiction alike. In theory, a perfect substitute for Planescape.

The people gave inXile the green light. Torment: Tides of Numenera has yet to be released, but Monte Cook's Numenera saw release in 2013. Almost instantly after its release, I contacted a few Codexers for the purpose of writing a review. After all, we've had some P&P interviews before, and no P&P setting seemed more relevant than Numenera considering its use in Torment. Blaine wanted to, but then read the damned thing and told me to fuck off, saying that he really didn't "want to waste hours on a pages-long shrug of the shoulders." Not that impressed, huh, Blaine? Alex was more interested, but, honest man that he is, he wanted to actually playtest the damned thing first so he could review it "properly." Hmph. Well, I waited. And then I waited some more.

Until the fateful day when this excellent review appeared in my inbox.

Taken as a whole, Numenera is a bit weird. It isn't quite like some "indie" games: in a way, it is too traditional. On the other hand, it clearly breaks off from, say, D20 traditions by having a system that isn't particularly tactical. It certainly isn't everyone's cup of tea. My playtest group mostly disliked the game, and what seems to have been the biggest deal breaker is how the game is too simple, mechanically. Of course, with a bit of imagination, it is quite possible to make the game more complex, but if you are looking for a game where you will build a character from lots of little options and then use pre-defined actions in combat to conquer your enemies, well, Numenera isn't about that at all. My group also disliked how the system's advancement scheme is rather "flat". While a tier 6 character can do some amazing things a tier 1 would never be able to, they don't have dozens of special abilities. Nor do they first become able to do the impossible, to later become able to do the absurd and finally the ridiculous, like say, in 3e's epic level skill progression. Also, for someone looking for something more "story oriented" like Apocalypse World, or even Burning Wheel, Numenera isn't that kind of game either.​

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RPG Codex Review: Drox Operative: Invasion of the Ancients

Review - posted by JarlFrank on Fri 10 January 2014, 04:28:01

Tags: Drox Operative; Drox Operative: Invasion of the Ancients; Soldak Entertainment

A while back, the Diablo clone in spaaaaaaace Drox Operative received an expansion. It promised to add more late-game content for high level characters and a big threat that can invade the galaxy and screw the player over:

The most interesting addition, however, are the invasions of the ancients that give the expansion its title. They don't tend to happen very often, especially as they are a late-game event, but they do manage to stir things up and bring some fresh air into the later stages of the game. They appear without warning, invade solar systems and destroy everything in their path, potentially changing the balance of power completely. Up to now, the Humans and the Dryads have been the most powerful empires in your game? Well, the ancients just destroyed two of their solar systems each, and it took them less than ten minutes. Their appearance can be a real game changer for the factions you're trying to manipulate, and they might very well screw up your plans on how to best deal with the factions due to the effect they can have on the balance of power between these factions.​

To find out if the additions actually add to the game and whether the expansion is worth getting or not, read on!

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RPG Codex Preview: Might & Magic X: Legacy, Now with Act II

Preview - posted by Crooked Bee on Fri 20 December 2013, 17:50:55

Tags: Limbic Entertainment; Might & Magic X: Legacy; Ubisoft

Limbic Entertainment's Might & Magic X: Legacy releases on Steam on January 23rd. Thanks to Limbic and Ubisoft, we got exclusive (tm) press access to Act II of the game. How good is this new act, and how does the game fare as a whole in its current state?

In this preview, Zeriel attempts to find out just that. To spice things up a bit, he's also accompanied by Broseph who adds a few scattered remarks here and there. Have a snippet:

Act II brings with it the majority of the open world, and a handful of new dungeons, along with the town of Seahaven. 2 new classes are on offer over the current Early Access. The first is the Rune Priest, a dwarven spellcaster who can master Light and Fire, providing strong healing and damage dealing capabilities. The second class is the Marauder, the Orc take on the rogue archetype who focuses on Spears and Dodge, with a class promotion ability to lay traps later on.

Broseph: I quite enjoyed the Rune Priest class in particular. It's a classic glass cannon archetype and does a very good job of both dishing out damage and shielding your allies from harm. I found having a Rune Priest in my party to be a big help with some of the nastier enemies in Act II.

Zeriel: The class balance is a little alarming. Even at this early stage there are clearly classes that are simply not as good at others at their chosen role. Why use a Marauder over a Ranger? The Ranger is better at dealing damage. The Marauder can block attacks very well, but if that's the role you're after, there are defensive melee classes that are better at it. In a way, though, this is very old school. In Baldur's Gate 2, the correct choice of class was always sorceror, no matter what. In earlier Might & Magic games, there was almost always a class that was the best at any given job, and then the mediocre ones.​

Seahaven is the standout addition in the exclusive preview. While not the largest town in the game (Karthal presumedly takes on that role), it is considerably larger than Sorpigal, offering a variety of Expert and Master trainers, and several new quests to boot. Aesthetically it's also more impressive than Sorpigal, featuring a Naga and Dwarven quarter in addition to the usual human element.

[...] The open world is indisputably the star of MMXL. Once past the "tutorial area" that is Act I, the world awaits. There are no artificial restraints placed on your party. You can go wherever you want, whenever you want. Sure, you might die horribly, but that's a definite part of the charm. Some areas--such as islands or mountain ranges--require the Blessings to reach, but the Blessings themselves are merely a matter of exploration to obtain.

Trundling my party around the open world like a pack of ravenous hobos in search of crystal meth was by far the most fun I had with the exclusive preview. Beyond each twist in the road there's a new type of enemy, a crypt with a riddle to investigate, and a treasure chest hidden behind a stand of trees. This is MMXL at its best, and why you should absolutely keep an eye on it if you are a fan of the open-world blobber gameplay that Might & Magic and Wizardry pioneered.

It's hard to put into words what's so addictive about this very basic sort of appeal, especially since wandering Skyrim's frozen wastes isn't half as interesting. On paper, they should be virtually identical. Maybe it's something to do with how very quantized a grid-based game is. Every other tile of the world is there for a reason, has something to do. MMXL doesn't have huge tracts of wilderness filled with nothing simply because it would be realistic. In terms of 3D real estate, MMXL is much smaller than the AAA giants of the industry, but it feels big.

Broseph: The wilderness areas in this game are downright awesome. Incredibly fun to explore, with lots of well-hidden secrets and goodies. The map design positively reminds me of MM3. Exploring the overworld here doesn't feel like a chore at all, unlike in some other games of this type where the dungeons are the real meat and potatoes of the experience.​

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Talking to Marcin Kruczkiewicz about Hellraid

Interview - posted by DarkUnderlord on Wed 27 November 2013, 06:29:01

Tags: Hellraid; Marcin Kruczkiewicz

If running around with a sword killing demons from hell is your kind of thing, you might be interested in Hellraid.

It's immersive first-person hack-and-slash action with enough vaguely relevant RPG features for us to take a closer look. Also it looks kind of cool, so we sent Andhaira out for some doughnuts - and to talk to the Hellraid team while he was out. Here's a snip:

After gaining a new level we’ll give the player a choice from various skills, so they can create a hero with abilities that fits their style of play. The intent is that there will be significant difference depending on your choices, thus encouraging replayability.​
We place a great importance on both the history of the world we’re creating and the storyline in the campaign. So far we kept it all a secret because we don’t want to reveal anything before it’s fully completed. During the game you’ll visit a devastated monastery and have some quests to complete which you’ll have a reason for in the game’s world. Religion has been repelled by magic which strengthened the evil forces and allowed them to cross to the realm of men. We’ll reveal more details on our blog at soon.​​

You can read the rest at the link below.

Read the full article: Talking to Marcin Kruczkiewicz about Hellraid

There are 52 comments on Talking to Marcin Kruczkiewicz about Hellraid

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