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 Argonauts, the blood pumping, cranium stimulating, Action RPG

DarkUnderlord

Professional Throne Sitter
Staff Member
Joined
Jun 18, 2002
Messages
28,566
Tags: Rise of the Argonauts

<a href="http://rpgvault.ign.com/articles/881/881815p1.html">RPGVault have thrown up an interview with Ed Del Castillo from Liquid Entertainment, makers of "Rise of the Argonauts"</a>. He says lots of fun stuff and invents some new words to boot:
<br>
<blockquote>With Rise of the Argonauts, we wanted to switch combat over to a visceral experience. We feel the rest of the game has the cerebral side with the RPG choices your making. We wanted to stimulate both sides of you cranium. By making combat more action-oriented, we get your blood pumping a bit more, and get you a little more excited / nervous about the challenges ahead. Success will come from a combination of fighting skill and proper use of special abilities.
<br>
<br>
...
<br>
<br>
So... we've done our best to throw everything on to the screen and into the world rather than require you to go into a menu every 105 seconds (on average) in order to get your full gameplay experience. Now, before some of you wiseacres pop off, yes, there are going to be menus in our game, but we've spent time figuring out how to minimize that for you. We've worked on ways to make choices faster and simpler so that you're not stuck in the middle of hostile territory trying to make the 500th spear you just picked up fit in your backpack.
<br>
<br>
...
<br>
<br>
That's all we're trying to do here. Storyplaying. I want to give you a story to play, to be a part of, and to make your own... Something you can talk about with your friends. Something that might leave you with some lasting feelings or thoughts that you can take with you into your actual life. I know I'm shooting high. I've always believed that you need to in order to do something great. Look at Rise of the Argonauts as an experience rather than a feature set. Games are growing up and becoming more than just the sum of their parts.</blockquote>
<br>
So, you still get to kill stuff, right?
<br>
<br>
Spotted @ <a href="http://www.bluesnews.com">BluesNews</a>
 

Chefe

Erudite
Joined
Feb 26, 2005
Messages
4,731
Will the choices and consequences be on par with those of American Hare? It doesn't sound like it. It sounds more like an action RPG with an occasional "do you wish to take the top path to Boss A, or the bottom path to Boss B?"
 

Shoelip

Arbiter
Joined
Sep 27, 2006
Messages
1,814
Well that's better than most games with 'choices' where paths A and B both lead to moss A.
 

Section8

Cipher
Joined
Oct 23, 2002
Messages
4,321
Location
Wardenclyffe
I know I'm <s>shooting</s> high. I've always believed that you need to in order to do something great.

Fixed.

Look at Rise of the Argonauts as an experience rather than a feature set. Games are growing up and becoming more than just the sum of their parts.

You mean Rise of the Argonauts isn't just 1 part God of War mixed with four parts boredom? Tell me more.
 

ushdugery

Scholar
Joined
Apr 16, 2008
Messages
371
everyone knows what to expect from diablo clones so it's all about telling people how amazing these small enhancements change the gameplay how not having to micro-manage your inventory (I thought that was one of the major gameplay features of diablo) makes it an epic extravaganza experience because you're not distracted from clicking repeatedly on some imp and building some good R.S.I.
 

MetalCraze

Arcane
Joined
Jul 3, 2007
Messages
21,104
Location
Urkanistan
Ed was so much better when he was working at Westwood

We've worked on ways to make choices faster and simpler so that you're not stuck in the middle of hostile territory trying to make the 500th spear you just picked up fit in your backpack.

some really hardcore choices there. should I use this spear or that spear?! oh no my brains are boiling
 

SilasMalkav

Educated
Joined
Nov 30, 2006
Messages
78
Shannow said:
We wanted to stimulate both sides of you cranium.
By making us use the right AND the left hand?

Nope, they obviously want you to work out complex equations involving imaginary numbers while drawing pictures of six legged zombie wombats. Awesome.
 

Chefe

Erudite
Joined
Feb 26, 2005
Messages
4,731
SilasMalkav said:
Shannow said:
We wanted to stimulate both sides of you cranium.
By making us use the right AND the left hand?

Nope, they obviously want you to work out complex equations involving imaginary numbers while drawing pictures of six legged zombie wombats. Awesome.

How many bats could a wombat bat if a wombat could bat bats?
 

SilasMalkav

Educated
Joined
Nov 30, 2006
Messages
78
A wombat would bat no amount of bats since a wombat can’t bat bats.
 

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