Tags: Silverfall
There's a <A href="http://www.rpgwatch.com/show/article?articleid=23&ref=0&id=125">preview</a> of <a href="http://www.silverfall-game.com">Silverfall</a> over at <a href="http://www.rpgwatch.com">RPG Watch</a>. There's the inevitable <a href="http://www.blizzard.net/diablo">Diablo</a> comparason, setting talk, inventory, and things on the character system:
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<blockquote>You don't choose a class or other characteristics while creating your character - instead you shape your character by assigning skill points and attribute points as you gain levels. This system is similar to the ones used in games such as Sacred, where you allocate skill points in various parts of a tree structure - but this game doesn't ever force you to pick a path. This is a great feature - even though most players are likely to chose a single archetype such as make or fighter or archer to pursue. The depth of the skill system is another attraction - there are sub-paths within magic and fighting and 'other' skills that allow you to specialize and become a master of Air Magic, for example. Each rank assigned to a skill produces a real and measurable effect that you can carry immediately into battle.</blockquote>
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The nice thing about a build-your-own-class skills system is you can follow <i>your</i> idea of a warrior versus being forced in to the mold of someone else's idea of one. So, you're still following archetypical characters, sure, but it's a tailored one.
<br>
<br>
Anyone tried the demo yet?
<br>
<br>
Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>
There's a <A href="http://www.rpgwatch.com/show/article?articleid=23&ref=0&id=125">preview</a> of <a href="http://www.silverfall-game.com">Silverfall</a> over at <a href="http://www.rpgwatch.com">RPG Watch</a>. There's the inevitable <a href="http://www.blizzard.net/diablo">Diablo</a> comparason, setting talk, inventory, and things on the character system:
<br>
<blockquote>You don't choose a class or other characteristics while creating your character - instead you shape your character by assigning skill points and attribute points as you gain levels. This system is similar to the ones used in games such as Sacred, where you allocate skill points in various parts of a tree structure - but this game doesn't ever force you to pick a path. This is a great feature - even though most players are likely to chose a single archetype such as make or fighter or archer to pursue. The depth of the skill system is another attraction - there are sub-paths within magic and fighting and 'other' skills that allow you to specialize and become a master of Air Magic, for example. Each rank assigned to a skill produces a real and measurable effect that you can carry immediately into battle.</blockquote>
<br>
The nice thing about a build-your-own-class skills system is you can follow <i>your</i> idea of a warrior versus being forced in to the mold of someone else's idea of one. So, you're still following archetypical characters, sure, but it's a tailored one.
<br>
<br>
Anyone tried the demo yet?
<br>
<br>
Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>