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Game News Dungeon Hero first impressions over at destructoid

DarkUnderlord

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Tags: Dungeon Hero

<a href="http://www.destructoid.com/first-jimpressions-of-dungeon-hero-and-a-fireside-chat-with-firefly-95133.phtml">Destructoid have a first impression up</a> of Firefly's under-development Dungeon Hero. Here's a bit on how they'll be creating their in-depth world:
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<blockquote>Firefly intends to create an atmosphere that feels alive, and even though it's only in the early stages, we got to see some examples of the team's ambition. As our hero walked through the trenches, we saw Goblins playing on guitars, doctors sawing off limbs and generals planning their next move. Simon promised that the trenches would be even more alive in the future, as goblins run past on stretchers and have conversations. Of course, the games industry is full of promises and claims of "we will have this and this and this," so I took an opportunity to sit down with Simon and chat to him about how Firefly is going to live up to its ambitions.
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"We're using very simple methods," answered Simon when grilled and accused of dirty lies. "We're not looking to introduce some advanced AI. A lot of the groundwork has already been done in previous games like Stronghold, where you click on a guy and he follows his own set path and does his thing."
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So, rather than actually create a super-duper, AI-led, living and breathing world, is it more about creating illusions, adding a lot of activity to make things seem more alive than they are?
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"Exactly. Everything has its set path, and moves between those points, but there's going to be a lot going on."</blockquote>
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Be sure to check the rest for a run-down on the combat.
 

TheMany

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Good article. Little hype. Looking forward to a game with character.
 

Korgan

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So, rather than actually create a super-duper, AI-led, living and breathing world, is it more about creating illusions, adding a lot of activity to make things seem more alive than they are?

"Exactly. Everything has its set path, and moves between those points, but there's going to be a lot going on."
Sounds like a simulation of Bestheda's game development process.
 

Chefe

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At least they're honest about it.

This game looks good.
 

SpaceKungFuMan

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I'm actually pretty excited about this game from what I'm seeing. The idea of an internally consistent world is something I'm really big on. I'd love it if monsters only drop loot they're using or could reasonable have, like a small amount of coins of food. That alone is enough to make it stand out int he crowd, until Diablo 3 hits.
 

cardtrick

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They're definitely saying all the right things about this game. This seems fun, and I've been in love with goblins since Arx Fatalis.
 

Murk

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I can definitely see this going the way of Fable, but I do so hope it comes out as intended.
 

Gragt

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They still seem to stay grounded on earth unlike Molyneux who promises you everything plus the kitchen sink. I guess it is worth keeping an eye on those guys.
 
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So, rather than actually create a super-duper, AI-led, living and breathing world, is it more about creating illusions, adding a lot of activity to make things seem more alive than they are?

"Exactly. Everything has its set path, and moves between those points, but there's going to be a lot going on."

WIMPS!
 

Azarkon

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Actually, that's pretty much the state of AI technology, so you can't blame them for failing to do more than the best-paid researchers in the world.
 

DarkUnderlord

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So is this news item better than the one I was going to post:
  • During the walkthrough, we were shown some combat against bipedal rats, enemy goblins and an early boss monster. With combat so simplistic, one might wonder where the depth went. I asked how they replaced the depth of combos with the depth of the fight as a whole.

    "In a lot of circumstances, there will be spawn points that you have to close. You can't keep fighting in one spot forever, since some goblins will break through your defenses, you'll take some sneak hits, and eventually die," I was informed. "Most of the combat is against swarms, so you have to work out where you want to go in a fight and battle your way through it. You can say, 'right, I have to go over there to close that point, so I need to fight through to there.' It's a very strategic approach."
Very strategic indeed. Oblivion Gates anyone?
 

Shoelip

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Oblivion gates weren't spawn points they were area transitions. If anything you should be complaining that the game is too much like Gauntlet or something.
 

SpaceKungFuMan

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DarkUnderlord said:
So is this news item better than the one I was going to post:
  • During the walkthrough, we were shown some combat against bipedal rats, enemy goblins and an early boss monster. With combat so simplistic, one might wonder where the depth went. I asked how they replaced the depth of combos with the depth of the fight as a whole.

    "In a lot of circumstances, there will be spawn points that you have to close. You can't keep fighting in one spot forever, since some goblins will break through your defenses, you'll take some sneak hits, and eventually die," I was informed. "Most of the combat is against swarms, so you have to work out where you want to go in a fight and battle your way through it. You can say, 'right, I have to go over there to close that point, so I need to fight through to there.' It's a very strategic approach."
Very strategic indeed. Oblivion Gates anyone?

Yes, I think the post you went with is better. The article was basically a good read that we all seem to have enjoyed, so the more positive (or at least neutral) lead in seems more appropriate. Also to be fair, destroying spawn points has been a staple in the Diablo style ARPG genre since gauntlet, which hardly makes what they're doing innovative, but also doesn't really invite something as harsh as an Oblivion reference. The same way we shouldn't toss dumbfuck around to avoid stripping the tag of meaning, IMO we should really save bethesda/oblivion references for games that REALLY deserve it.
 

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