Tags: Titan Quest
<A href="http://pc.gamespy.com/">GameSpy</a> has written one of those <a href="http://pc.gamespy.com/pc/untitled-iron-lore-rpg/706949p1.html">previews</a> of <a href="http://www.titanquest.com">Titan Quest</a>.
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<blockquote>As a result, I find myself a simple first-level -- er, person - standing in the middle of a beautiful field of wheat outside of a town in Greece. One of the residents of that town had an exclamation point over his head, and I've played enough RPGs to know what that means -- he's got a quest for me. Sure enough, a tribe of Satyrs have raided the village, killed a few people and taken some others into the woods for some sort of nefarious purpose. My job, of course, was to kill everything that moved and when I'd killed enough, I'd have saved the village.</blockquote>
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Wouldn't it be nice, just once, to have a rather simple situation like this played out to where the player could deduce the problem on his own rather than the contrived, <i>I have a quest for you!</i> thing? You see a bunch of cop cars with their sirens on outside a bank, do you really need ask someone if it had just been robbed?
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Thanks, <b>Prime Junta</b>!
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Also, per <b>Role-Player</b>, there's now a <a href="http://www.3dgamers.com/dlselect/games/titanquest/titan_quest_demo.zip.html">demo</a> of this game ready for consumption.
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<A href="http://pc.gamespy.com/">GameSpy</a> has written one of those <a href="http://pc.gamespy.com/pc/untitled-iron-lore-rpg/706949p1.html">previews</a> of <a href="http://www.titanquest.com">Titan Quest</a>.
<br>
<blockquote>As a result, I find myself a simple first-level -- er, person - standing in the middle of a beautiful field of wheat outside of a town in Greece. One of the residents of that town had an exclamation point over his head, and I've played enough RPGs to know what that means -- he's got a quest for me. Sure enough, a tribe of Satyrs have raided the village, killed a few people and taken some others into the woods for some sort of nefarious purpose. My job, of course, was to kill everything that moved and when I'd killed enough, I'd have saved the village.</blockquote>
<br>
Wouldn't it be nice, just once, to have a rather simple situation like this played out to where the player could deduce the problem on his own rather than the contrived, <i>I have a quest for you!</i> thing? You see a bunch of cop cars with their sirens on outside a bank, do you really need ask someone if it had just been robbed?
<br>
<br>
Thanks, <b>Prime Junta</b>!
<br>
<br>
Also, per <b>Role-Player</b>, there's now a <a href="http://www.3dgamers.com/dlselect/games/titanquest/titan_quest_demo.zip.html">demo</a> of this game ready for consumption.
<br>
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