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Game News The Spirit Engine 2 demo released

Discussion in 'RPG Codex News & Content Comments' started by DarkUnderlord, Jul 31, 2008.

  1. DarkUnderlord Bringing that old Raptor magic.

    DarkUnderlord
    Joined:
    Jun 18, 2002
    Messages:
    24,954
    Tags: The Spirit Engine 2

    No, it's not a game engine. It's actually a game. <a href="http://www.thespiritengine.com/tse2-download.html">It's sort of an RPG side-scrolling thing and it has</a>:
    <br>
    <blockquote>An extensive plot spanning nine distinct chapters. History is unravelling in the once peaceful state of Lereftain. Murderous cults are running unchecked through the streets, parliament is bickering, tension is building with old enemies in the west and the country's inhuman rulers seem to be losing control of the situation. Three citizens who find their paths crossing in an act of charity one dark night will find themselves burdened with the responsibilty of not only defending the nation but deciding whether to save civilisation as they know it.
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    <br>
    All new and improved original graphics. Simple yet effective new effects, including parallax scrolling and screen-shake.
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    The introduction of something sorely missing from the original - difficulty levels! Play at a level to suit you and either lock it there or feel free to change it as and when you like.
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    <br>
    An improved real-time combat system which builds upon the simplicity of the original. With an improved interface, greater control over characters, combat speed options and action synchronisation controls to make battles more tactical and more fun.
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    New game combat mechanics such as automatic character recovery, party chains and combination strike damage bonuses.
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    New, varied character skills to play with, including targetted attacks and debuffs, and a whole host of crafty, unfriendly creatures to use them on.
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    A vast stock of equipable items with new abilities.</blockquote>
    <br>
    The lesson there is to never be charitable. You always end up having to save the world. You can also <a href="http://www.thespiritengine.com/tse1.html">download the complete original The Spirit Engine</a> as freeware if you think you might even be remotely interested.
    <br>
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    Thanks <b>larpingdude14</b>!
     
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  2. Darth Roxor Prestigious Gentleman Wielder of the Huegpenis

    Darth Roxor
    Joined:
    May 29, 2008
    Messages:
    1,872,874
    Location:
    Djibouti
  3. Trash Pointing and laughing.

    Trash
    Joined:
    Dec 12, 2002
    Messages:
    29,674
    Location:
    About 8 meters beneath sea level.
    Played the original for awhile and thought it was an okayish little game. Got boring rather quickly though.
     
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  4. Korgan Arbiter

    Korgan
    Joined:
    Apr 13, 2008
    Messages:
    4,238
    Location:
    Fahrfromjuden
    A jarrpug?
     
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  5. Lord Rocket Erudite

    Lord Rocket
    Joined:
    Feb 6, 2008
    Messages:
    1,053
    Not in the truest sense, since it wasn't made in japan, but yeah.

    It was a crap game really. I wouldn't have minded it so much if the perspective didn't make it so incredibly linear - its impossible to avoid fights, and gameplay basically consists of walking left or right until you reach something you have to fight. Then one of your characters might say something according to their 'personality,' and the game grinds inevitably on from there. Did it even have any side quests?
     
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  6. Aikanaro Liturgist

    Aikanaro
    Joined:
    Feb 3, 2004
    Messages:
    142
    I didn't find the first one enjoyable at all. In fact, it was painful, which is a pity because I like the concept of side-scrolling RPGs (not that it's really a good concept seeing how strongly it favours linearity, but you could do interesting things with it).
     
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  7. Lord Rocket Erudite

    Lord Rocket
    Joined:
    Feb 6, 2008
    Messages:
    1,053
    I don't see why. A game designed more like Prince of Persia (ie. you can move up and down as well as side to side. Just like in every other bloody platformer) could easily be non linear. I mean, even Commander Keen had 'press up to go through doors,' moments, right?

    What I'm trying to say is, it was the designer's lack of imagination that crippled the game, not the format.
     
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