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Interview Hellgate London video interview at 1Up

Saint_Proverbius

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Tags: Hellgate: London

<a href="http://1up.com/">1Up</a> has an <A href="http://1up.com/do/feature?cId=3143557&did=1">interview</A> with <b>Dave Brevik</b> of <a href="http://www.flagshipstudios.com/">Flagship Studios</a>. The majority of it is about <a href="http://www.hellgatelondon.com">Hellgate London</a> but there's also a few tidbits about the <A href="http://www.blizzard.com/diablo/">Diablo</a> days as well.
<br>
<blockquote><b>1UP: The art is really something that we've always enjoyed, especially dressing our characters, all that unique gear, the sets . . . that's probably one of the most enjoyable parts, for me, out of Diablo. What's it like now? You know, Diablo was a sprite-based game, so you were able to really hand-tool that art. How's the jump to now working the 3D environment with all that?
<br>
<br>
Dave Brevik:</b> A lot different. [Laughs] You know, there are advantages and disadvantages to it, just like anything else. And we're, you know, it's a learning experience for us in a lot of ways, because we're writing our own engine. We've had some problems and figured out solutions and stuff, but we've done a lot of research. There's tons of information out there on how to do things, which is really a nice aspect about being in the developer community, that a lot of people share a lot of information. And so I think that it's much more complicated than what we did in Diablo I, for sure. Diablo II was a little more complex because we had more parts. The more parts you had, then we had to do all sorts of layering on the sprites and things like that. So now it's easier -- you don't have to do all this layering because it's just a 3D model and you draw it, but then you have to select which textures go where and stuff. But then we want -- OK, now that we can do that part easier, now let's add 27 things that you can change. Then it becomes a kind of a pain to keep track of what the actual look is like. So there are some technical hurdles there. But that, by far and away, is not the largest technical hurdle in the game. It was something that we solved, and it went well. </blockquote>
<br>
27 parts? I'm not even sure I can think of 27 places to put armor.
<br>
<br>
Spotted at: <A HREF="http://www.ve3d.com">VoodooExtreme</A>
 

Micmu

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Looks like TES-style character equipment. Separate l/r pauldrons, l/r glove, cuirass, etc...
Other pieces are probably clothes and rin-... cybernetic implants or something.
Graphically, looks good, but I'm just puzzled how much RP will actually be in this FPS/RPG hybrid.
Will it come to sneaking, stealing, talking, trading or just shooting things with big guns.
 

Major_Blackhart

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Prolly aint gonna be much, if any dialogue choices, other than your standard yes or no answer I would suspect. But who knows. Probably wont be much of a sneaking aspect to the game, considering their past work with DIablo and DIablo2, which were heavy ackshun games. In terms of stealing, probably not so much, except from merchants occassionally. There may be a trade skill.
 

Naked_Lunch

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It's gonna be an action/rpg, so there's no point in whining over the lack of dialouge options, trading, sneaking whatever. It's obviously going to place a very heavy emphasis on combat. No biggie, sometimes you just got to stop sneaking around and just shoot some shit. :)
 

jiujitsu

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Project: Eternity
2 ears
1 head
1 torso
2 shoulders
2 arms
2 hands
2 legs
2 feet
8 fingers...?
1 pair of eyes...?
Um...
Err...
2 weapon slots...?
2 magical orbiting goody slots...?
__
27

:lol:
 

Spazmo

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D&D lets you have tons of shit. Let's see if I can actually remember...

Ioun stone
Hat/helmet/headband/etc.
Third eye (psionic item; can be worn alongside regular headwear apparently)
Earring(s?)
Amulet/brooch/periapt/necklace/etc.
Armor/robe (I *think* you can't have both at once)
Cape/cloak (same; robe may be in here)
Two rings (one on each hand)
Boots/shoes/slippers/etc.
Weapon
Shield
-----
12 items, leaving out all the potions, wands and other random shit you can carry and use but not explicitly wear. And also leaving out the stuff I forgot.
 

DarkUnderlord

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Jun 18, 2002
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  1. Left Hand
  2. Right Hand
  3. Helmet
  4. Left Foot
  5. Right Foot
  6. Left Lower Leg
  7. Right Lower Leg
  8. Left Upper Leg
  9. Right Upper Leg
  10. Crotch
  11. Upper Torso
  12. Lower Torso
  13. Left Lower Arm
  14. Right Lower Arm
  15. Left Upper Arm
  16. Right Upper Arm
  17. Belt
  18. Weapon Slot 1 (Left Hand)
  19. Weapon Slot 2 (Right Hand)
  20. Amulet / Necklace
  21. Ring #1
  22. Ring #2
  23. Left Shoulder
  24. Right Shoulder
  25. Cape / Cloak / Robe
  26. Glasses
  27. Scarf
DONE!

Yeah, I hate games that break armour down like that. I prefer the simple model (ala Fallout) where you've just got the one armour slot and that's it. I don't mind expanding that slightly into boots, armour, gloves and helmet but once you start breaking it up into your "Upper Arm" and "Lower Arm" and "Left Hand", "Right Hand" (ala Morrowind to an extent), then you've completely lost the plot.
 

Spazmo

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Well, that'll depend, I think. Fallout is very much based on the skills of the character rather than the stats of his gear. Moreover, there isn't going to be any magic equipment in a sci-fi game (at least I should hope not...). In a fantasy game, however, you do get phat loot of a magic bent, which is a lot of fun. In D&D, for instance, high level fighters (other melee heavy classes as well but particularly fighters) will have to rely on magic items to provide them with a nice variety of different things they can do besides just hitting monsters with their sword. In those cases, it can be very interesting for a character to have all sorts of items that will allow him to see in the dark, to fly, to detect magic or any old thing. Having separate slots for shoulderpads and and your enchanted nailclippers is excessive, I agree, but you want a good mix of magic items availible for use.
 

TheGreatGodPan

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I hate having to concentrate on items. I want my character to get the credit, not his stuff.
 

Sol Invictus

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This game is totally going to suck. Where are my moral choices?!?!!?!??

p.s. More phat loot is always a good thing. I don't want Guild Wars with its grand total of 5 armor slots.
 

Major_Blackhart

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Also, Arcanum itself had a huge amount of Items, including weapons and Armor, which you could get (both magic and tech). Arcanum was an insane RPG, with also that element of phat lewt to it, though with many of the tech items, it was dependant on your skill in item crafting of that particular tech school.
 

Major_Blackhart

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I just hope they get an effective balance between gameplay and item collecting. I dont wanna have to be running back and forth to town and where I last was too often simply because I've run out of space in my inventory like every 5 minutes. Does anyone know if the inventory is weight based, or is it space based, or a combination of the two? And if it is space based, do we at least have more room than we did in Diablo 2? I ran out of room so damn quickly in that game, like ever 5 minutes.
 

Sol Invictus

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Inventory is space based and you get a lot more room than we did in Diablo 2. In Diablo 2, you had about 24 or so slots, and big items like shields took up 6 slots.

In Hellgate: London, each weapon takes up a single slot in the weapons inventory, of which there are 12 slots. There are 224 (holy shit!) slots for mods/items/armor. It is not weight based.

You can also transfer items between characters (in multiplayer. don't know about SP) via an in-game bank that's set to your account. It's basically a large vault for you to stash things. So there's no need to mule.
 

TheGreatGodPan

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I liked the Deus Ex inventory and was really ticked off when I heard they cut it out, although not as ticked as I was when I heard about the lack of skills. Arcanum's weight&space system that could rearrange itself seemed cool to me.
 

Major_Blackhart

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I dunno, I've always been partial to a weight based system myself. My favorite space based system was DX, followed by Arcanum. Sacred's and Diablo 2's was just too small for me.
 

LlamaGod

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Yes
I like it to be

Head
Shoulders
Hands
Legs
Feet
Body

With 2 finger, 2 wrists, 1 neck, 1 waist slot

so 12

It makes the most sense while still being basic.
 

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