Crooked Bee
(no longer) a wide-wandering bee
Tags: Blackguards 2; Daedalic Entertainment; Fire; Paradox Interactive; Runemaster; The Devil's Men
It was a fine August day when, anticipating mountains of Doritos and rivers of Mountain Dew, esteemed community member Darth Roxor stepped into the nerd-filled halls of Gamescom 2014. Rest assured, he found what he was looking for, enough to write his report in 3 parts. In today's Part 1, Roxor recounts his 2-hour presentation with Daedalic Entertainment -- which included such games as the tactical RPG Blackguards 2 and the adventures Fire and The Devil's Men -- as well as his impressions of Paradox Interactive's Runemaster.
Since most people here are probably (hopefully) interested in Blackguards 2, I'll quote a snippet that has to do with that game:
For Darth Roxor's further impressions, be sure to read the full piece.
It was a fine August day when, anticipating mountains of Doritos and rivers of Mountain Dew, esteemed community member Darth Roxor stepped into the nerd-filled halls of Gamescom 2014. Rest assured, he found what he was looking for, enough to write his report in 3 parts. In today's Part 1, Roxor recounts his 2-hour presentation with Daedalic Entertainment -- which included such games as the tactical RPG Blackguards 2 and the adventures Fire and The Devil's Men -- as well as his impressions of Paradox Interactive's Runemaster.
Since most people here are probably (hopefully) interested in Blackguards 2, I'll quote a snippet that has to do with that game:
Daedalic have introduced several changes to the The Dark Eye ruleset. Apparently, the spell failure and hit chance mechanics have been overhauled in some way, making it less likely to miss if a dude is just standing motionless next to you, although it beats me what the specifics of that are. Furthermore, Daedalic apparently got a bit sick of Aventuria's generic bestiary, so they introduced a bunch of their “own” creations – mostly demons, chimeras, shapeshifters, etc. Two of these were shown, one an insectoid creature with four arms (each one can hold a different weapon), and the other a “leaper” demon that loves to jump into mobs of characters and knock them down (careful around ledges!).
Big changes have also been made to the character system, though I must admit I’m not exactly sure of the specifics. Apparently, Blackguards' basic attributes were too confusing for the average player, so they've been streamlined into even more basic attributes like “offence” or “defence”, although Kai said the original stats are “still there” somewhere. Basically, they figured this was a better way of handling them because it was dumb how three different attributes could influence the same derived stat. This is something that I don’t quite like because, personally, I find abstract values like “offence” to be much more opaque than three different attributes that might (or might not) do the same thing, but are properly described. Maybe it’ll look better in motion. Nevertheless, you still get adventure points for battles, and you still assign them to talents and skills, just like in the original.
Taking into account these changes and the expanded bestiary, I asked how difficult it was to convince the Dark Eye license owner to incorporate them, considering how protective some of them can be (hello, Games Workshop), but apparently, it only took one long meeting of discussions and negotiations.
Now that we're done discussing the game's tactical layer, let’s say a few things about the geoscape. The original game’s chapter-based storyline is gone, replaced instead by what could be described as a “conquest mode”. The whole of southern Aventuria is now visible from the start of the game, and you must go on a blitzkrieg to conquer all of it and become its new ruler. Every location taken over will grant some bonus to your characters or mercenaries, and unlock further “nodes” that you can pillage. That doesn’t mean the “adventure” layer is gone, though, as each city you liberate™ can be entered and checked for quest opportunities, just like in the original Blackguards. Furthermore, you also get your own HQ in the form of a travelling base camp, where you can consult with your advisor, buy equipment, etc.
There are many significant things going on in the game's strategy view, as well. You are not the only force in the land, and just as you conquer lands, the enemy will try to reconquer them. If you fail at defending them, they will need to be re-reconquered, and these reconquest battles are meant to be very hard. I just hope this won’t devolve into GTA San Andreas taggin’ da hood – Blackguards edition.
The final part of the presentation was about the general changes to the narrative and reactivity. As I said, the game is no longer divided into chapters; instead, the storyline changes “dynamically” depending on the course of conquest you take. A playthrough where you first take the southern part of the map under your protection™ might be very different, both in terms of gameplay and narrative, from another where you first scorch the north. Moreover, over the course of the game, you’ll have to make many decisions that will impact the story and gameplay. Fiebig said that this time they are “real” choices, that may lead to all sorts of hilariously bad outcomes, and it’s “very easy to fuck up completely”. A few examples of these decisions include whether to torture prisoners during interrogations, and what to do with captured cities - raze them to the ground, intimidate their citizens through mass murder or leave them alone? Which is the best and why? Discuss!!!
That very much concluded the presentation. I was offered a hands-on of the demo, but it was cut short by the incoming unwashed masses with their scheduled presentations. I didn’t mind much, though - as I said, the game does pretty much look and play exactly like Blackguards, so I doubt I’d have derived any new information.
Big changes have also been made to the character system, though I must admit I’m not exactly sure of the specifics. Apparently, Blackguards' basic attributes were too confusing for the average player, so they've been streamlined into even more basic attributes like “offence” or “defence”, although Kai said the original stats are “still there” somewhere. Basically, they figured this was a better way of handling them because it was dumb how three different attributes could influence the same derived stat. This is something that I don’t quite like because, personally, I find abstract values like “offence” to be much more opaque than three different attributes that might (or might not) do the same thing, but are properly described. Maybe it’ll look better in motion. Nevertheless, you still get adventure points for battles, and you still assign them to talents and skills, just like in the original.
Taking into account these changes and the expanded bestiary, I asked how difficult it was to convince the Dark Eye license owner to incorporate them, considering how protective some of them can be (hello, Games Workshop), but apparently, it only took one long meeting of discussions and negotiations.
Now that we're done discussing the game's tactical layer, let’s say a few things about the geoscape. The original game’s chapter-based storyline is gone, replaced instead by what could be described as a “conquest mode”. The whole of southern Aventuria is now visible from the start of the game, and you must go on a blitzkrieg to conquer all of it and become its new ruler. Every location taken over will grant some bonus to your characters or mercenaries, and unlock further “nodes” that you can pillage. That doesn’t mean the “adventure” layer is gone, though, as each city you liberate™ can be entered and checked for quest opportunities, just like in the original Blackguards. Furthermore, you also get your own HQ in the form of a travelling base camp, where you can consult with your advisor, buy equipment, etc.
There are many significant things going on in the game's strategy view, as well. You are not the only force in the land, and just as you conquer lands, the enemy will try to reconquer them. If you fail at defending them, they will need to be re-reconquered, and these reconquest battles are meant to be very hard. I just hope this won’t devolve into GTA San Andreas taggin’ da hood – Blackguards edition.
The final part of the presentation was about the general changes to the narrative and reactivity. As I said, the game is no longer divided into chapters; instead, the storyline changes “dynamically” depending on the course of conquest you take. A playthrough where you first take the southern part of the map under your protection™ might be very different, both in terms of gameplay and narrative, from another where you first scorch the north. Moreover, over the course of the game, you’ll have to make many decisions that will impact the story and gameplay. Fiebig said that this time they are “real” choices, that may lead to all sorts of hilariously bad outcomes, and it’s “very easy to fuck up completely”. A few examples of these decisions include whether to torture prisoners during interrogations, and what to do with captured cities - raze them to the ground, intimidate their citizens through mass murder or leave them alone? Which is the best and why? Discuss!!!
That very much concluded the presentation. I was offered a hands-on of the demo, but it was cut short by the incoming unwashed masses with their scheduled presentations. I didn’t mind much, though - as I said, the game does pretty much look and play exactly like Blackguards, so I doubt I’d have derived any new information.
For Darth Roxor's further impressions, be sure to read the full piece.