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Preview GameBanshee previews Depth of Peril

Vault Dweller

Commissar, Red Star Studio
Developer
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Tags: Depths of Peril

<a href=http://www.gamebanshee.com>GameBanshee</a> has posted a <a href=http://www.gamebanshee.com/previews/depthsofperil.php>preview</a> of <a href=http://www.soldak.com/content/blogcategory/17/30/>Depth of Peril</a>, stating that the game "looks like it could be some fun to play".
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<blockquote>The most important thing to understand about Depths of Peril is that it is a hybrid game. It combines an action role-playing engine with some empire building concepts to create a new kind of experience. You control a “covenant,” which consists of your hero, some recruits (who can follow you around), and some guards (who have to stay at home). Your goal in the game is to bring your covenant to dominance by making your hero as powerful as possible and by defeating the other covenants.
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From what we’ve seen, the action role-playing elements to the game look pretty standard. You left click to cause your hero to move or to start attacking an enemy, and you use hotkeys to trigger spells (like frost nova and ball lightning) and special fighting moves (like whirlwind and power strike). Depths of Peril includes four classes -- warrior, rogue, mage and priest -- and while each class gets a large number of unique skills and spells, they play about how you’d expect. For example, warriors have to build up rage when they fight, and then they can use that rage to power their special moves.
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What makes Depths of Peril unique is the covenant aspect of the game. Each covenant has a house in Jorvik, and the house functions as a base of operations. You can store items in your covenant house (including special relics that give bonuses to everybody on your side), you can heal yourself for free in your house, and you can hire guards to protect your house. Each house also contains a lifestone, which represents the health of your covenant, and if your lifestone is destroyed, then your covenant is eliminated from the game.
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However, when I play a role-playing game, I always hope for three things -- story, characters, and dialogue -- and Depths of Peril doesn’t look like it’s going to have any of them.</blockquote>Well, it's an action RPG with a strategy twist, so expecting story and dialogues from it is as reasonable as expecting them from Diablo or Sacred.
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Sir_Brennus

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Vault Dweller said:
Well, it's an action RPG with a strategy twist, so expecting story and dialogues from it is as reasonable as expecting them from Diablo or Sacred.

As questionable as the game itself was, do you seriously state that Dungeon Siege 2 did have a (good) story? I think "story" is a major selling point for ACRPGs, thus the critique for the lack of it in Titan Quest.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
28,044
Sir_Brennus said:
Vault Dweller said:
Well, it's an action RPG with a strategy twist, so expecting story and dialogues from it is as reasonable as expecting them from Diablo or Sacred.
As questionable as the game itself was, do you seriously state that Dungeon Siege 2 did have a (good) story?
Where?

I think "story" is a major selling point for ACRPGs...
I think that good skill & combat systems are a major selling point for action RPGs. I can't imagine why anyone would play an action RPG for the story.
 

Claw

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The center of my world.
Project: Eternity Divinity: Original Sin 2
Well, I play Action Adventures for the story.

Although I really just play Legacy of Kain.

The great thing about the third person view is the smooth transistion between playing and watching a scripted scene.
 

Sir_Brennus

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Sir_Brennus said:
Vault Dweller said:
Well, it's an action RPG with a strategy twist, so expecting story and dialogues from it is as reasonable as expecting them from Diablo or Sacred.

As questionable as the game itself was, do you seriously state that Dungeon Siege 2 did have a (good) story? I think "story" is a major selling point for ACRPGs, thus the critique for the lack of it in Titan Quest.

Sorry for the typo.

It should have been "As questionable as the game itself was, do you seriously state that Dungeon Siege 2 didn't feature a (good) story? I think "story" is a major selling point for ACRPGs, thus the critique for the lack of it in Titan Quest."

The point I try to proof here, is that with the lack of c&c in an ACRPG the story tends to be more important. DS2 got a major beating in the german press for its gameplay, but was always praised for its story. TQ was always panned for its boring storyline, while on the other hand Silverfall's story always got an honorable mentioning.[/b]
 

Mr Happy

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Jul 15, 2006
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Well GameBanshee can bite me, because I'm looking forward to this game. I'm really liking the strategy elements, I'm a sucker for good faction systems in rpgs. The graphics style (mainly the color scheme) struck me as a bit odd, tho.
 

Vault Dweller

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What do you like to know then? I'm playing a preview copy right now.
 

Kraszu

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1)What about strategy elements, it is very important on what quest you do now (as other progress also).
2)You have any influence on town progress other then giving it loot and kill monsters nearby?
3) What about trade, diplomacy whit other towns. How does it work gameplay wise.
 

Mr Happy

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Oh, well in that case, how is the faction system? :)

More specfically, are the world affecting consequences promised there? (I assume they are related to factions?)
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Kraszu said:
1)What about strategy elements, it is very important on what quest you do now (as other progress also).
No. Quests are random and generic: kill X monsters, collect X items, rescue an NPC (who's currently fighting a good fight in area X), kill a unique monster, etc.

While other covenant can beat you sometimes and kill some unique monster first or deliver X trophies first, there are plenty of quests, so if you missed one, grab another. You can accept up to 6 quests at a time, and often I couldn't even accept new quests or had to decline the existing ones.

Previous interviews mentioned that if you fail to stop uprisings (kill X monsters in area X), these monsters can come into town and start kicking everyone's ass, but I haven't seen that yet.

2)You have any influence on town progress other then giving it loot and kill monsters nearby?
No.

3) What about trade, diplomacy whit other towns. How does it work gameplay wise.
As far as I can tell there are no other towns. You can do some trade and diplomacy with other covenants, but it doesn't appear to be a critical game element.

Overall, imagine Diablo 2. Now add active NPCs who also go out and kill monsters the same way you do it. Each NPC has a house with chests, a lifestone, and a teleporter. You can buy creatures to protect your house. Unlike in Diablo 2, you can't fight other heroes outside of the town, you can only do it inside when you raid their houses. You attack the lifestone and when you reduce its HP to 0, the covenant is defeated.

You can use diplomacy and sign Civ-like alliances to keep other covenants off your back or to unite against other covenants.


Mr Happy said:
Oh, well in that case, how is the faction system?
There are other heroes like you. Based on your strength and influence, they either give you stuff or demand stuff. Refusing what they demand too often will lead to your ass being kicked.

More specfically, are the world affecting consequences promised there? (I assume they are related to factions?)
Haven't seen anything yet, which doesn't mean they aren't there.
 

speeler

Soldak Entertainment
Developer
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Kraszu said:
1)What about strategy elements, it is very important on what quest you do now (as other progress also).

Most of the strategy gameplay deals with the other covenants and they don't care too much about which quests you do. As VD said, they can solve some of the quests before you do though, especially recruit quests.

Kraszu said:
2)You have any influence on town progress other then giving it loot and kill monsters nearby?

You do have influence on what happens in town. VD probably hasn't seen a lot of this yet but during town attacks NPCs can die (they will eventually resurrect but it could be a while), NPCs can be poisoned, petrified, and/or kidnapped, thieves can show up in town and steal your vendors blind, the town can get the plague, and a bunch of other things can happen that you can at least attempt to prevent.

Kraszu said:
3) What about trade, diplomacy whit other towns. How does it work gameplay wise.

You don't trade and have diplomacy with other towns. The trade and diplomacy is between you and the other covenants that are in your town. Gameplay wise it keeps the other covenants from killing you :) Basically the more you trade with them, the more they will like you.

OccupatedVoid said:
Screw the NDA, Vault Dweller! Answer the damn questions.

VD isn't under an NDA, so he can say whatever he wants.

Vault Dweller said:
Unlike in Diablo 2, you can't fight other heroes outside of the town, you can only do it inside when you raid their houses.

It's rare to run into the other covenants outside of the town, but if you do and you are at war with them, you can and probably will get into a fight.

Vault Dweller said:
Previous interviews mentioned that if you fail to stop uprisings (kill X monsters in area X), these monsters can come into town and start kicking everyone's ass, but I haven't seen that yet.

Don't worry it is defintely there. I believe I'm somewhat nice and don't allow it to happen until you gain a few levels though.
 

Vault Dweller

Commissar, Red Star Studio
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Hey Steven, welcome to our humble forums.

You do have influence on what happens in town.
I think he meant "progress" literally. What I meant by "no" is that the town doesn't grow if you are doing a good job clearing monsters. Wish list: it would be nice if, for example, by clearing a certain road (area) and paying attention to it (keeping it safe), you get more merchants, which means more tax money, more goods, and maybe more/better buildings in the town.

VD isn't under an NDA, so he can say whatever he wants.
I would say it's a good Diablo 2 clone with a twist. The twist is not forced on you, but gives you an alternative gameplay option. If you don't feel like killing monsters, you can focus on eliminating other players. The skill selection is pretty damn good and supports different builds well. Much better than DS2, Titan Quests skillsets. Unlike Diablo where all skills cost a point, but some can't be unlocked until lvl 30, here everything is open, but high level skills cost up to 8(?) points. So you can either save points for high level skills or invest into low level skills. The skill balance seems to be pretty good.
 

Koby

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... interesting discussion, it’s a self proclaimed action RPG, and yet everybody here is interested in every aspect of the game except the action (combat).

Vault Dweller said:
What do you like to know then? I'm playing a preview copy right now.
Request – in your preview I want you detailed opinion on the (this might come as a surprise so brace yourself) action:

- heavy/light on the twitch (are some builds more twitch depended then others?)
- diversity in action dependence on build (do you play a spellcaster like a fighter? Does the combat/caracter system has enough depth for 2 different fighter or range builds to offer different experience)
- importance of loot as you progress in the game (loot hunting game? is loosing my gear would be the equivalent of being knocked down a "few levels"?)

- character development (what ever you feel is appropriate, this is a huge topic all by itself)

/fake edit
stuff like what you said above just in more detail

p.s. i'm patient, take you time, if its worth doing its worth doing right :honorblade:

p.s.s.
Hey Steven, welcome to our humble forums.
 

Vault Dweller

Commissar, Red Star Studio
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Koby said:
- heavy/light on the twitch (are some builds more twitch depended then others?)
I'd say "light".

- diversity in action dependence on build (do you play a spellcaster like a fighter? Does the combat/caracter system has enough depth for 2 different fighter or range builds to offer different experience)
Definitely. The character system is good. One of the strongest elements. The icons look pretty damn good, btw. Steven got good artists.

- importance of loot as you progress in the game (loot hunting game? is loosing my gear would be the equivalent of being knocked down a "few levels"?)
You don't lose your gear when you die. Good gear is important, but I don't think it's too important.

- character development (what ever you feel is appropriate, this is a huge topic all by itself)
I'll post more when I have a chance to try more characters.
 

speeler

Soldak Entertainment
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Vault Dweller said:
Hey Steven, welcome to our humble forums.

Thanks, hello everyone.

Vault Dweller said:
I think he meant "progress" literally. What I meant by "no" is that the town doesn't grow if you are doing a good job clearing monsters.

Oh, well in that case you are correct. The town itself doesn't grow during the game.

Vault Dweller said:
Wish list: it would be nice if, for example, by clearing a certain road (area) and paying attention to it (keeping it safe), you get more merchants, which means more tax money, more goods, and maybe more/better buildings in the town.

That would be pretty cool. It's probably not something we can do for this first game though.

Vault Dweller said:
Unlike Diablo where all skills cost a point, but some can't be unlocked until lvl 30, here everything is open, but high level skills cost up to 8(?) points

Currently 8 is the highest starting cost for a normal skill. There are a couple armor skills that cost more than that, but they are one time skills (as in once you get it, you can't put further points into it).

Koby said:
- heavy/light on the twitch (are some builds more twitch depended then others?)

I'll let VD going into detail on this if he wants and I'm obviously biased but here goes :)

It does greatly depend on your build. If you pick a warrior and put all of your skill points into passive skills, you will mostly just have to select enemies and keep your health up.

On the other hand, if you pick lots of what I call opportunity skills like riposte, you will have to be a much faster and use the skills when they are available. Riposte and other similar skills are only available for a few seconds after a certain event (in the case of riposte it is after you parry a blow), so you have to use them quickly.

Most builds will be somewhere between these two extremes of course.

We do get rid of some of the unnecessary twitch though. The game does some auto selecting for you. Basically when you kill a monster it will automatically shift to another target. You can always target someone else if you want though. Also, once you are attacking a monster, your character will continue to attack that monster until it is dead, so there is no need to keep clicking on it or even holding down the mouse button for further normal attacks. Switching to a different monster or using skills require other key/mouse clicks of course.

Koby said:
- diversity in action dependence on build (do you play a spellcaster like a fighter? Does the combat/caracter system has enough depth for 2 different fighter or range builds to offer different experience)

If you played a mage like a warrior, it would probably be very tough since a mage is much weaker at melee :) But you really can't play them exactly the same because a mage has mana which starts maxed and drops when you use it, whereas a warrior uses rage which starts at zero and goes up when you are hit, when you hit the enemy, and when you block or parry a blow. Each class also has 30 skills of which almost all of them are unique to their class, so their builds are completely different then the other classes.

Koby said:
- importance of loot as you progress in the game (loot hunting game? is loosing my gear would be the equivalent of being knocked down a "few levels"?)

Loot is pretty important in the game. If you lost all of your stuff, it probably would be like losing several levels at least. Although there is no way to lose all of your equipment.
 

Koby

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speeler said:
Loot is pretty important in the game. If you lost all of your stuff, it probably would be like losing several levels at least. Although there is no way to lose all of your equipment.
So, in other word, finding a good (rare?) piece of equipment is the equivalent of raising a level (ability to fight stronger mobs etc)?

Btw, gameplay diversity (mostly in the finer nuance) between different character builds is imho where dungeon siege failed miserably and (among other things) what was good about diablo2, just to give you a first impression on where I'm coming from.
 

speeler

Soldak Entertainment
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Koby said:
So, in other word, finding a good (rare?) piece of equipment is the equivalent of raising a level (ability to fight stronger mobs etc)?

Well I don't know about a full level for just one item, but yes you should be able to face stronger monsters. It also really depends on the item you found and the item you just replaced.

Koby said:
Btw, gameplay diversity (mostly in the finer nuance) between different character builds is imho where dungeon siege failed miserably and (among other things) what was good about diablo2, just to give you a first impression on where I'm coming from.

Between the two, we are much closer to Diablo 2.
 

Koby

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Allrighty then. :)

Thanks for taking the time to answer the Qs, looking forward to seeing it in action.
 

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