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Tags: Brian Heins; Obsidian Entertainment; Tyranny
The embargo on Tyranny Gamescom coverage expired today, but it looks like not many outlets were interested in previewing it. In fact, the only major English language website that previewed Tyranny is PCGamesN. You can chalk that up to competing RPG attention from Torment and Divinity I guess, plus the already extensive Tyranny material released by Paradox last week. Anyway, as I suspected, the game's spellcrafting system is a major topic of the preview, and the accompanying video also has some new gameplay footage, featuring a dungeon location known as the Oldwalls (a name that we've seen before) which sounds like it might be Tyranny's equivalent of Pillars of Eternity's megadungeon. There's also some information in the preview about Artifact items, which I guess are its equivalent of Eternity's Soulbound items. Here's the video and an excerpt:
All too frequently mages can feel like one of the more neglected classes in RPGs, but Tyranny is building spellslingers in an interesting new way. “One of the things we’re doing differently in Tyranny is that you create your own spells by finding magical sigils in the world,” explains Brian Heins, game director on Tyranny. “So you start with a core sigil like fire, frost or lightning, and then decide how that magic type is going to express itself, whether it’s a long range bolt or a cone, like a great cone of flames, or a fireball.”
In the game’s spell creation menus, these are represented by a series of runes that are attached together. Further sigil runes can be added to modify the way in which spells deal damage, too: “You can actually create a magical fireball that leaves targets bleeding on the ground. [There are] a lot of different effects you can apply to customize and craft your own spells however you want,” says Heins.
In combat, these spells become visual feats as ice spikes erupt from the ground and waves of rippling energy tear across dungeons. It quickly becomes obvious that Tyranny is one of the best looking isometric games made since the classic RPG renaissance began. Your party consists of just four members this time, making it a little easier to appreciate each of their animations in the swirling melee.
[...] One of the many things we associate with fantasy lore are legendary weapons, be they King Arthur's Excalibur or Gandalf’s Glamdring. RPGs frequently have powerful named swords, but there never seems to be a reason for their fame. Tyranny is different: for a sword to become legendary, it needs to accomplish something.
“Artifacts are these legendary items, everybody talks about them,” reveals Heins. “Each one has their own reputation. So the more you use an artifact, the more it accomplishes great deeds, and the more legendary it becomes.”
When you find an artifact weapon, the character who equips it gains access to a new ability, such as powerful debuffs or special attacks. Using the weapon builds a meter on its inventory page, and as that meter builds so does the weapon’s renown. The most renowned weapons in the realm are, naturally, powerful tools that will see your enemies fall harder and faster.
And you’ll want powerful weapons too, as there are going to be quite a few classic dungeon crawls full of monsters and bosses. “One of the things we tried to do is create our dungeon experiences as much more of a classic dungeon crawl experience with traps, with interesting encounters and creatures and lots of treasure and loot to go and find,” says Heins. “So they’re very deadly experiences in the game but the reward is well worth it.”
Aside from PCGamesN, the only other English language Tyranny preview I've been able to find is at RPGWatch, where Myrthos offers a detailed description of his gameplay demo and complains about the game's more casual mechanics. Perhaps more previews will show up later on. We'll be publishing our own Gamescom impressions of Tyranny at some point, but don't hold your breath on that.
The embargo on Tyranny Gamescom coverage expired today, but it looks like not many outlets were interested in previewing it. In fact, the only major English language website that previewed Tyranny is PCGamesN. You can chalk that up to competing RPG attention from Torment and Divinity I guess, plus the already extensive Tyranny material released by Paradox last week. Anyway, as I suspected, the game's spellcrafting system is a major topic of the preview, and the accompanying video also has some new gameplay footage, featuring a dungeon location known as the Oldwalls (a name that we've seen before) which sounds like it might be Tyranny's equivalent of Pillars of Eternity's megadungeon. There's also some information in the preview about Artifact items, which I guess are its equivalent of Eternity's Soulbound items. Here's the video and an excerpt:
All too frequently mages can feel like one of the more neglected classes in RPGs, but Tyranny is building spellslingers in an interesting new way. “One of the things we’re doing differently in Tyranny is that you create your own spells by finding magical sigils in the world,” explains Brian Heins, game director on Tyranny. “So you start with a core sigil like fire, frost or lightning, and then decide how that magic type is going to express itself, whether it’s a long range bolt or a cone, like a great cone of flames, or a fireball.”
In the game’s spell creation menus, these are represented by a series of runes that are attached together. Further sigil runes can be added to modify the way in which spells deal damage, too: “You can actually create a magical fireball that leaves targets bleeding on the ground. [There are] a lot of different effects you can apply to customize and craft your own spells however you want,” says Heins.
In combat, these spells become visual feats as ice spikes erupt from the ground and waves of rippling energy tear across dungeons. It quickly becomes obvious that Tyranny is one of the best looking isometric games made since the classic RPG renaissance began. Your party consists of just four members this time, making it a little easier to appreciate each of their animations in the swirling melee.
[...] One of the many things we associate with fantasy lore are legendary weapons, be they King Arthur's Excalibur or Gandalf’s Glamdring. RPGs frequently have powerful named swords, but there never seems to be a reason for their fame. Tyranny is different: for a sword to become legendary, it needs to accomplish something.
“Artifacts are these legendary items, everybody talks about them,” reveals Heins. “Each one has their own reputation. So the more you use an artifact, the more it accomplishes great deeds, and the more legendary it becomes.”
When you find an artifact weapon, the character who equips it gains access to a new ability, such as powerful debuffs or special attacks. Using the weapon builds a meter on its inventory page, and as that meter builds so does the weapon’s renown. The most renowned weapons in the realm are, naturally, powerful tools that will see your enemies fall harder and faster.
And you’ll want powerful weapons too, as there are going to be quite a few classic dungeon crawls full of monsters and bosses. “One of the things we tried to do is create our dungeon experiences as much more of a classic dungeon crawl experience with traps, with interesting encounters and creatures and lots of treasure and loot to go and find,” says Heins. “So they’re very deadly experiences in the game but the reward is well worth it.”
Aside from PCGamesN, the only other English language Tyranny preview I've been able to find is at RPGWatch, where Myrthos offers a detailed description of his gameplay demo and complains about the game's more casual mechanics. Perhaps more previews will show up later on. We'll be publishing our own Gamescom impressions of Tyranny at some point, but don't hold your breath on that.