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Dark Envoy - guns n' sorcery RTwP RPG by Tower of Time developer

Mazisky

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Rome, IT
It's good to be a Baldur's gate and Xcom fan because no matter if they do TB or RTWP you're gonna enjoy it anyway.
 

Blaine

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Grab the Codex by the pussy
It's good to be a Baldur's gate and Xcom fan because no matter if they do TB or RTWP you're gonna enjoy it anyway.

TB is superior to RTwP in every conceivable metric—unless one counts wrongheaded nostalgia. Baldur's Gate et al. would have been better games had their combat systems not been undermined by RTwP.

The creative leads and studio heads from that time period, namely the late 1990s and very early 2000s, are on record (via interviews in gaming mags, bulletin board and newsgroup posts, etc.) pushing for RTwP in order to make RPGs more appealing to action game players. That is the sole reason RTwP was popularized, although it was pioneered in Darklands. RTwP is Darklands' only real fault, and a forgivable one, since it was innovative at the time (and wasn't done in a bid to appeal to action gamers, unlike the Infinity Engine games).

Absolutely 100% of people who like RTwP, without a single breathing exception, are deluded and are the victims of brainwashing. You are all in denial that RTwP was pushed to make RPGs feel more like action games.

The TB combat systems from the likes of X-COM and JA2 remain totally unsurpassed by any RTwP game, nor will it ever be possible for a RTwP game to surpass them, because RTwP is a Frankenstein's monster of a compromise.
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
It's good to be a Baldur's gate and Xcom fan because no matter if they do TB or RTWP you're gonna enjoy it anyway.

TB is superior to RTwP in every conceivable metric—unless one counts wrongheaded nostalgia. Baldur's Gate et al. would have been better games had their combat systems not been undermined by RTwP.

The creative leads and studio heads from that time period, namely the late 1990s and very early 2000s, are on record (via interviews in gaming mags, bulletin board and newsgroup posts, etc.) pushing for RTwP in order to make RPGs more appealing to action game players. That is the sole reason RTwP was popularized, although it was pioneered in Darklands. RTwP is Darklands' only real fault, and a forgivable one, since it was innovative at the time (and wasn't done in a bid to appeal to action gamers, unlike the Infinity Engine games).

Absolutely 100% of people who like RTwP, without a single breathing exception, are deluded and are the victims of brainwashing. You are all in denial that RTwP was pushed to make RPGs feel more like action games.

The TB combat systems from the likes of X-COM and JA2 remain totally unsurpassed by any RTwP game, nor will it ever be possible for a RTwP game to surpass them, because RTwP is a Frankenstein's monster of a compromise.


You missed my point, TB may be superior but RTWP can still be fun. The same way a Lasagna is tastier than Chicken meat but you can still eat chicken and enjoy it.
 

Blaine

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Grab the Codex by the pussy
Decline can be fun (see: Saint's Row 4), so your point is irrelevant. We all wallow in decline from time to time, but as a rule I try to avoid declined RPGs.

The RTwP horse has been out of the barn for over twenty years now, but it is still an aspect of the decline of RPGs—one of the earliest and most clear-cut. "Make it more action-y so that more people will buy it!" is a textbook example of decline, in both intent and effect.

RTwP rose to prominence in parallel with the push for every game to be fully 3D. Western and Japanese RPGs both suffered from the 3D push; the Ultima and Final Fantasy franchises are prime examples. 3D isn't actually inherently anathemic to RPGs, but early 3D surely was, primarily because of technical limitations at that time—not chiefly graphical fidelity (though the growing pains of 3D were pretty ugly), but mainly the memory and storage space required, which significantly limited the size, scope, and complexity of RPGs for years to come (KotOR's tiny, empty levels being a familiar example to most).
 

gurugeorge

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London, UK
Strap Yourselves In
The RTwP horse has been out of the barn for over twenty years now, but it is still an aspect of the decline of RPGs—one of the earliest and most clear-cut. "Make it more action-y so that more people will buy it!" is a textbook example of decline, in both intent and effect.

I remember it distinctly at the time. Command & Conquer was a fucking earthquake in those days, and I think RTwP in CRPGs was a direct result of trying to emulate C&C's success by making another kind of gameplay that had formerly been duelling-spreadsheety and turn-based more action-ey, and of wider appeal.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,765
https://store.steampowered.com/news/app/617480/view/5659314317805703570

7 aspects we improved to continue shattering RPG tropes
Refined experience of Tower of Time
Tower of Time was a successful experiment for our team, so we want to continue challenging RPG tropes in search of a new, modern identity for the genre.

We gathered a lot of feedback from ToT players and we are going forward with the knowledge that you gave us. Naturally, our next game is based on this feedback showing the impact of our community. We feel that Dark Envoy will be as much yours, as ours.


We want to keep pushing the boundaries of the classic RPG experience, but without abandoning what we love in it. Here are 7 examples of what we are working on to develop memorable and unique RPGs

185405674_4055992704465786_5363460716492696198_n.png


  1. Co-op Campaign Experience
    The main component of Dark Envoy is a story campaign and we wanted to make it possible to complete it alone or in online co-op mode with another player. Games are so much better when you grab a friend to travel the world, seeking out whatever dungeons, challenges, and riches may come your way. Enjoy the story, search for ancient relics and forgotten places together.
  2. Non-Linear RPG Narrative
    In RPG your choices should be
    the backbone of the entire game
    . So in Dark Envoy, they reshape the conflict that has gripped the world of Jäan. Total war exploded as humans challenge the old balance and traditions of magic with their mana-based technology. As two sibling relic hunters, your actions may change the entire course of this world-splitting conflict.

    ss_d27fdba1362a1c99de2950350cdd1beda38ae24c.1920x1080.jpg

  3. Replayability Value
    In addition to the main and side-quests, there are optional shape-shifting dungeons for players to explore. These are challenging areas where the layouts and enemy patrol routes shift each time you enter. These dungeons yield powerful rewards and players will have to think on their feet if they want to attain what these unique spaces offer.
  4. Dynamic Gameplay Flow
    Real-time combat with the ability to slow time or pause as you make important tactical choices where every moment can make the difference between triumph or failure. With a rich collection of companions — from assassins to engineers — and robust RPG systems, players will mold the crew and its two lead characters into something that fits their preferred playstyle.

    Slow-time_fight.gif

  5. High-Quality Visuals and Effects
    Motion-captured animation, beautiful, scenic locations, and gorgeous combat effects all in 4k
  6. Modernization of Classic RPG Tropes
    Dark Envoy takes inspiration from a host of familiar sources but aims to turn RPG conventions on their heads. You can expect well-known structures that we all love, but refined and more dynamic. We want the players to experiment and adapt to various situations: mix skill trees, boost individual abilities, and select classes and specializations that compliment each other.

    ss_89c5028dd041df659d4d2530df6180296bd79db4.1920x1080.jpg

  7. Exploration of an Intriguing World
    Humans, mysterious beings with a far more mysterious past, are new to this world but have risen under the banner of the self-proclaimed emperor to establish a place they can finally call home.
    Orcs and Elves have been pushed off their lands and must fight to protect the natural order of magic.
    Explore this world in your Skyship, hunting for ancient treasures through over 15 different biomes with various gameplay mechanics. A large pool of quests and events are waiting for you to discover them.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,179
Location
Bulgaria
https://store.steampowered.com/news/app/617480/view/5659314317805703570

Humans, mysterious beings with a far more mysterious past
Orcs and Elves have been pushed off their lands and must fight to protect the natural order of magic.

Who cares about the damned orcs. Where are the dwarves?
Hopefully off killing elves.
Elfs are epitomy of female beauty,only deformed mutants won't want to fuck them!
 

vibehunter

Learned
Joined
Feb 1, 2021
Messages
264
It's good to be a Baldur's gate and Xcom fan because no matter if they do TB or RTWP you're gonna enjoy it anyway.

TB is superior to RTwP in every conceivable metric—unless one counts wrongheaded nostalgia. Baldur's Gate et al. would have been better games had their combat systems not been undermined by RTwP.

The creative leads and studio heads from that time period, namely the late 1990s and very early 2000s, are on record (via interviews in gaming mags, bulletin board and newsgroup posts, etc.) pushing for RTwP in order to make RPGs more appealing to action game players. That is the sole reason RTwP was popularized, although it was pioneered in Darklands. RTwP is Darklands' only real fault, and a forgivable one, since it was innovative at the time (and wasn't done in a bid to appeal to action gamers, unlike the Infinity Engine games).

Absolutely 100% of people who like RTwP, without a single breathing exception, are deluded and are the victims of brainwashing. You are all in denial that RTwP was pushed to make RPGs feel more like action games.

The TB combat systems from the likes of X-COM and JA2 remain totally unsurpassed by any RTwP game, nor will it ever be possible for a RTwP game to surpass them, because RTwP is a Frankenstein's monster of a compromise.

So in summary, the Infinity Engine fanboys of today were the filthy casuals of yesterday.

I wonder what shitty mechanic or system of today will be enshrined by "purists" 20 years later, who will then proceed to Kickstart fund a nostalgiabait game built around said mechanic.
 

gurugeorge

Arcane
Patron
Joined
Aug 3, 2019
Messages
7,506
Location
London, UK
Strap Yourselves In
It's good to be a Baldur's gate and Xcom fan because no matter if they do TB or RTWP you're gonna enjoy it anyway.

TB is superior to RTwP in every conceivable metric—unless one counts wrongheaded nostalgia. Baldur's Gate et al. would have been better games had their combat systems not been undermined by RTwP.

The creative leads and studio heads from that time period, namely the late 1990s and very early 2000s, are on record (via interviews in gaming mags, bulletin board and newsgroup posts, etc.) pushing for RTwP in order to make RPGs more appealing to action game players. That is the sole reason RTwP was popularized, although it was pioneered in Darklands. RTwP is Darklands' only real fault, and a forgivable one, since it was innovative at the time (and wasn't done in a bid to appeal to action gamers, unlike the Infinity Engine games).

Absolutely 100% of people who like RTwP, without a single breathing exception, are deluded and are the victims of brainwashing. You are all in denial that RTwP was pushed to make RPGs feel more like action games.

The TB combat systems from the likes of X-COM and JA2 remain totally unsurpassed by any RTwP game, nor will it ever be possible for a RTwP game to surpass them, because RTwP is a Frankenstein's monster of a compromise.

So in summary, the Infinity Engine fanboys of today were the filthy casuals of yesterday.

5tkb1p3sp3531.jpg
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,765
For those of you who are too lazy to watch the video, here is the interview in text:

Dark Envoy positioned itself as a non-linear “sci-fantasy” RPG with a mix of real-time and turn-based combat back in August 2019. Its influences range far and wide, as developer Event Horizon described the game as a mix of Divinity: Original Sin, XCOM, FTL, Mass Effect, and Dragon Age. Developing greatness takes time though, and delays eventually pushed launch from sometime in 2020 to sometime in 2022. Most recently, Event Horizon gave fans the game’s story trailer in April. We caught up with studio founder Krzysztof Monkiewicz to talk about all things Dark Envoy, including how it has evolved across development.

The Escapist: Talk to me about Event Horizon and its team. How did the idea for Dark Envoy come about?

Krzysztof Monkiewicz: We started as a studio of passionate gamers. We lacked experience, and the team was rather small — made up mostly of people who had just started their careers. We wanted to develop a game that we would have liked to play ourselves, and… we succeeded! Our debut game, Tower of Time, was received well: praised for experimentation and not being afraid to challenge its genre’s tropes.

Going with the flow, we started to work on Dark Envoy and the team grew. Fresh ideas, new experiences, and new skills came with each person added. With that, the project kept growing. In the beginning, we wanted to do a small game — a palate cleanser if you will — but we later discovered a much bigger potential in our team and the idea grew along with them.

Naturally, our next game is based on feedback from the ToT community, showing the impact the fans have on us as developers. We feel that Dark Envoy will be just as much as it is ours.

Event Horizon has often described Dark Envoy as “sci-fantasy.” Can you explain to me exactly what that means for Dark Envoy and how the team has incorporated those elements into the game’s story, world, and gameplay?

Krzysztof Monkiewicz: Keeping it simple: robots & wizards. We were inspired by Arthur C. Clarke’s statement that “any sufficiently advanced technology is indistinguishable from magic.” The universe of Dark Envoy is at its core a high fantasy setting that is going through very fast industrialization. Humans try to understand the arcane and are using the natural mythic resources to fuel their machines. They used the scientific method to reverse-engineer how the magic in this universe works and created their own technology based on these laws.

In terms of actual gameplay, this is shown by how technological and magical creatures have a completely different arsenal of abilities and use different tactics during combat. There are also interesting stories and characters that are deeply connected to the ever-rising conflict between these two opposing mindsets.


darkenvoy1.jpg


Talk me through Dark Envoy’s gameplay loop. What will players be doing in-between travel and combat?


Krzysztof Monkiewicz: The things that RPG players love! To start, we have an extensive and authentic combat system that relies heavily on the player’s party setup. Players can spend hours customizing their builds and optimizing the stats of each party member if they want to. They are able to manage their equipment by upgrading it or creating new ones through crafting and enchanting systems, which are intuitive to manage but give players new options for building their party.

To give the player a break from numbers and statistics, there are plenty of interesting story elements to discover and take part in. But companions are not just numbers to balance, as they have their own agendas and stories to tell.

Overall we aim for the gameplay loop to be dynamic and focused on combat, with story elements woven in-between, where all the other systems feed in to strengthen this idea.

What has Event Horizon done to push RPG gameplay forward with Dark Envoy? What RPG mechanics will faithful fans find familiar and different?

Krzysztof Monkiewicz: In Dark Envoy we took what is already familiar to RPG players and put a new spin on it. We have made adjustments by adding dynamism and giving players more control. For example, we are generally all used to giving orders and using skills, but in Dark Envoy we took a deeper tactical approach. Unit positioning, environment, and preparation before the actual fight are as valuable as a good party composition. Thanks to the smooth blend between pausing, using slow-time, and fast-paced action, the combat feels great.

Dungeon generation is another nice addition, as it increases the replayability value for those who crave challenging fights and situations to keep you on your toes.The fact it can be played in co-op is just a cherry on top!

darkenvoy14.jpg


What elements from Event Horizon’s previous game, Tower of Time, have been brought over to Dark Envoy? Is there anything from Tower of Time that Event Horizon is improving upon in this game?


Krzysztof Monkiewicz: The four-character party is back, but more tactical and complex. We listened to what our fans were saying about how certain mechanics felt stiff, and we improved upon or changed them completely to better fit the new combat dynamic. Also, combat does not take place in separate arenas; rather, now we explore locations, what we call dungeons, to reach the end of each one.

The main story is also an indirect sequel to Tower of Time.

Can the Skyship be customized? If so, how much freedom do players have to customize the ship?

Krzysztof Monkiewicz: The Skyship is your main base of operations. You are returning to your Skyship between the missions, and here you can modify the party, level up and train, craft, enchant, or research new technologies. You can also upgrade the Skyship, which would offer you certain advantages when traveling (e.g., ability to identify the type and strength of the enemies before you decide to land in a given location).

What are some of the ways players can impact the narrative?

Krzysztof Monkiewicz: Likely the biggest impact is that partway through the story a decision needs to be made which branches the narrative and locks certain elements in the game. This is a big decision for the player to make and impacts their alignment, among other things.

Players will feel the consequences of their actions in the way that the story is unraveled before them. They will face different quests, earn different rewards, and unlock different companions.

They can change how the characters play to a certain degree and force different gameplay tactics. Certain interactions can result in party members gaining personality traits, some of which are permanent.

darkenvoy12.jpg


Dark Envoy has four base classes and 16 specializations. Can you briefly discuss these classes and specializations?


Krzysztof Monkiewicz: Base classes are the archetypes, and the specializations flesh out certain aspects of what is already there. This allows players to create their own variations around it. For example, a base class warrior can become a Guardian (tank and battlefield control), Assassin (with unique stealth, high risk/reward class), Blademaster (high damage dealer, very mobile), or Praetor (an equivalent of technological paladin). Warrior class is the most similar to what you would expect from an RPG. Our other classes are more unique and diverse.

In 2019, Event Horizon said that a single Dark Envoy playthrough should take around 15-to-20 hours if a player wants to rush through. It’s been a couple years since then, so has that changed at all?

Krzysztof Monkiewicz: We still want the main narrative to be interesting without artificially making it bloated. The time to run through the game is around 15-20 hours if someone already knows how it plays and what to expect. We think it is the perfect length for the main storyline to not overstate its welcome.

Dark Envoy was originally set to feature turn-based combat but switched over to real-time combat (with slow or pause). Why did Event Horizon decide to switch combat styles?

Krzysztof Monkiewicz: We like to experiment a lot. The project kept getting bigger and bigger as we were adding new and interesting mechanics. At some point, we realized that turn-based not only became repetitive, but our best ideas didn’t exactly work with it. We developed a real-time prototype, and all of a sudden it clicked with us. Gameplay became much more dynamic and exciting, creating more depth.

How long has Dark Envoy been in development? What are some of the more noticeable ways the game has changed since development began?

Krzysztof Monkiewicz: It has been in development for 2.5 years already, which, for a game this size, is a long time. The biggest change we have had so far was the aforementioned turn-based into real-time change. Additionally, we have fully changed the way we do cut scenes, environment, and animations. The initial vision did not change much, but the overall quality and production values we aim to have went up a few notches.

darkenvoy13.jpg



What are some of the development challenges Event Horizon has run into during Dark Envoy’s development?

Krzysztof Monkiewicz: We wanted to create our own CGI trailer within the engine, which was a leap of faith that has paid off, in my opinion. The whole process was a huge undertaking, but the team was dedicated, adapted to the challenge, and pulled through.

The other big challenge we ran into was the turn-based / real-time change because, as a core gameplay mechanic, it took a lot of other minor mechanics along with it for the ride. We had to redesign almost everything to truly flesh out the combat. We still do a lot of tweaking to make it the best we can.

Is there anything else you’d like to add about Event Horizon, Dark Envoy, or the future?

Krzysztof Monkiewicz: We aim for the game to present a challenge for players, especially with side quests and during additional activities. We want you to face tactical challenges where, except for harder-to-kill monsters, there would be other obstacles — more dense enemy patrol routes, enemy placement, special debuffs that force you to be flexible in your strategy and builds, etc.

We want to create a quality product that we can enjoy and have fun with just as much as our fans and new players alike.
 
Last edited:

Grunker

RPG Codex Ghost
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Joined
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Messages
27,418
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Copenhagen
Tower of Time was kind of enjoyable in its own janky way, but not enough to warrant another game built around the same model. Gameplay is simply not strong enough.
 

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