Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Depths of Peril
<a href=http://www.firingsquad.com>Firing Squad</a> has posted an <a href=http://www.firingsquad.com/news/newsarticle.asp?searchid=13966>interview</a> with Steven Peeler, the lead developer of <a href=http://www.soldak.com>Depth of Peril</a>, a previously overlooked action-RPG with strategy elements (in development).
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<blockquote>This is where the game starts. You are a barbarian living in the town of Jorvik. Jorvik used to be a great trading city of the barbarians, but now it is simply a small town trying to rebuild after the Fourth Great War. But Jorvik has been decimated like most everything else, and worse, they are completely leaderless. Barbarians do not vote for their leaders, they don’t inherit leadership. It’s simple, the strongest leads, and who is the strongest can only be proven on the battlefield. So now the strongest covenants (factions) are fighting to the death to try to become the new leaders of Jorvik.
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Depths of Peril works differently than most RPGs, and each game works more like a strategy game in that you have a few random covenants in each game. Each game ends when either the player’s covenant destroys all of the other covenants or the player’s covenant is destroyed. So each game plays completely differently than every other game. There is no set story line to play through. There is a ton of background story that is available for those gamers who enjoy a good read though.
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There are a couple unique features that I will talk about right now. The main unique feature is that you are in a constant struggle for supremacy amongst yourself and a bunch of other factions. You can use diplomacy, trade, wars, and raids in this struggle. There is a large amount of strategy involved which is not typical for RPGs.
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Also, the game world is larger than just your character. In most games, if the player doesn’t do anything, nothing happens in the world. It’s basically static. In Depths of Peril, if you do nothing, the other covenants will continue adventuring and get more powerful. They will make alliances and have wars. And if you still do nothing eventually they will go to war with you, raid your covenant house, and destroy you.
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But the covenants are not the only things that are always on the move. The monsters in the world are always doing things. New unique monsters appear here and there. Monster leaders can start uprisings. Monsters can even attack the town or even start wars against other groups of monsters.
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I mean in how many other RPGs can you be adventuring out in the world trying to quell an uprising of zombies when all of a sudden your covenant house starts being raided by an enemy covenant? All of a sudden you’re in this massive battle just to stay alive. And let’s hope you don’t have any other enemies that might decide that now is a good time to join in on the fun. </blockquote>Well, can't say that I'm overly enthusiastic, but it could be a fun game.
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Thanks, Monolith.
<a href=http://www.firingsquad.com>Firing Squad</a> has posted an <a href=http://www.firingsquad.com/news/newsarticle.asp?searchid=13966>interview</a> with Steven Peeler, the lead developer of <a href=http://www.soldak.com>Depth of Peril</a>, a previously overlooked action-RPG with strategy elements (in development).
<br>
<br>
<blockquote>This is where the game starts. You are a barbarian living in the town of Jorvik. Jorvik used to be a great trading city of the barbarians, but now it is simply a small town trying to rebuild after the Fourth Great War. But Jorvik has been decimated like most everything else, and worse, they are completely leaderless. Barbarians do not vote for their leaders, they don’t inherit leadership. It’s simple, the strongest leads, and who is the strongest can only be proven on the battlefield. So now the strongest covenants (factions) are fighting to the death to try to become the new leaders of Jorvik.
<br>
<br>
Depths of Peril works differently than most RPGs, and each game works more like a strategy game in that you have a few random covenants in each game. Each game ends when either the player’s covenant destroys all of the other covenants or the player’s covenant is destroyed. So each game plays completely differently than every other game. There is no set story line to play through. There is a ton of background story that is available for those gamers who enjoy a good read though.
<br>
...
<br>
There are a couple unique features that I will talk about right now. The main unique feature is that you are in a constant struggle for supremacy amongst yourself and a bunch of other factions. You can use diplomacy, trade, wars, and raids in this struggle. There is a large amount of strategy involved which is not typical for RPGs.
<br>
<br>
Also, the game world is larger than just your character. In most games, if the player doesn’t do anything, nothing happens in the world. It’s basically static. In Depths of Peril, if you do nothing, the other covenants will continue adventuring and get more powerful. They will make alliances and have wars. And if you still do nothing eventually they will go to war with you, raid your covenant house, and destroy you.
<br>
<br>
But the covenants are not the only things that are always on the move. The monsters in the world are always doing things. New unique monsters appear here and there. Monster leaders can start uprisings. Monsters can even attack the town or even start wars against other groups of monsters.
<br>
<br>
I mean in how many other RPGs can you be adventuring out in the world trying to quell an uprising of zombies when all of a sudden your covenant house starts being raided by an enemy covenant? All of a sudden you’re in this massive battle just to stay alive. And let’s hope you don’t have any other enemies that might decide that now is a good time to join in on the fun. </blockquote>Well, can't say that I'm overly enthusiastic, but it could be a fun game.
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Thanks, Monolith.