Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Interview Depth of Peril interview at GM

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Tags: Depths of Peril

<a href=http://www.gameplaymonthly.com>Gameplay Monthly</a> has interviewed Steven Peeler about his upcoming action RPG with RTS twist, <a href=http://www.soldak.com/content/blogcategory/17/30/>Depth of Peril</a>:
<br>
<br>
<blockquote>We are creating Depths of Peril because we wanted to add something new to the RPG genre, especially the action RPG subgenre, by adding in some new elements that haven't really been seen in this type of game before. We don't want to be just another clone, we want to expand the genre and make something unique. There are many ways that we are doing this. For now I'll just mention three of them.
<br>
<br>
The first and biggest addition is the strategy elements dealing the other covenants. This includes diplomacy, trade, wars, and raids. How you do this is completely up to you, but a good way is to use diplomacy and trade to keep everyone off your back and going to war and raiding one enemy at a time.
<br>
<br>
The second is the huge back-story available in the game and told in a unique manner including short stories, histories, and myths. Many stories specifically talk about items, people, and monsters in the game.
<br>
<br>
The third difference is that the world the player adventures in is a living world. Things change all of the time from the player's actions, the other covenants' actions, and sometimes even the monsters' actions. Here's a good example. Let's say there is an uprising of nagas in the Dire Realm. If the player can't quell the uprising fast enough, the nagas might build up their power enough to attack the town. I've mentioned this scenario in previous interviews, but what I haven't mentioned is that while the nagas are attacking the town they can cause all sorts of havoc while there. Obviously they can kill some of the town npcs while they are attacking but they can also poison people, poison the town's water supply, or even infect the town with the plague.</blockquote>Sounds nice, but not enough to move my position from "meh" to "really?"
<br>
<br>
<br>
Spotted at: <A HREF="http://www.rpgwatch.com">RPG Watch</A>
 

Kraszu

Prophet
Joined
May 27, 2005
Messages
3,253
Location
Poland
FrancoTAU said:
My only problem is that it sounds more like an innovative RTS.

Yes rather a rts, sound like it can be good but fairy tale like graphics can kill atmosphere. They are pain to watch at least you can turn off bloom.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom