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Alaloth: Champions of the Four Kingdoms - isometric action RPG with dynamic overworld

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Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
http://www.gamerainteractive.it/alaloth-champions-of-the-four-kingdoms




https://af.gog.com/game/alaloth_champions_of_the_four_kingdoms?as=1649904300

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Set in a vibrant fantasy world, Alaloth – Champions of The Four Kingdoms offers fast paced action with a deep narrative, developed by a team of industry veterans. The game brings the aRPG dynamics to a new level with a skill based gameplay inspired by great classics such as Moonstone and modern masterpieces as Dark Souls in a gritty, dark, mature environment filled with blood and magic!

GAME FEATURES
  • The very first isometric souls-like game ever made: instant action, fun and a unique hardcore combat system to master. Intense combat and dungeon diving granted
  • 4 playable races (Humans, Elves, Dwarves, Orcs)
  • 40+ houses and clans to fight for with their own background, alliances, intrigues. Finish the game once to start your own legacy to write your own history in The Four Kingdoms
  • In-game editor to customize your character choosing different Ways of Power, classes and skills
  • 12 memorable companions with their own backstories ready to join or fight you during your journey
  • Local Multiplayer & Coop up to 4 players: group with other players or fight them to get access to the final battle. The glory awaits only the bravest!
  • Explore, craft, gain reputation and unlock new quests in an ever-changing world that is different in each run
  • World, lore and character backstories created in collaboration with RPG legend Chris Avellone, providing creative support and feedback on content design
  • Beware the dragons

http://www.ign.com/articles/2017/02...e-four-kingdoms-announced-for-pc-and-consoles

Gamera Games has announced Alaloth: Champions of the Four Kingdoms, an isometric action-RPG in development for PC and consoles, scheduled for a 2018 release, and being created in conjunction with RPG legend, Chris Avellone.

Described as a cross between Dark Souls and Amiga cult classic Moonstone: A Hard Days Knight, Alaloth will be broadly divided into two gameplay phases. Movement across the game’s overworld is turn-based, with players visiting points of interest to upgrade their character, buy mounts or visit the ruling families of the game’s four kingdoms to be given new quests or learn about the world’s political make-up.

On a first playthrough, players will choose from one of four races, and have to ally themselves with an existing house, each with an existing history and tie to one of the kingdoms. After one full completion, however, players will be able to create their own house, with customisable banners, mottos and more.

Enter a fight, however, and the game becomes an isometric action game, drawing on the looks of classic RPGs such as Baldur’s Gate, but utilising a more immediate combat system.

“Saying a game is ‘Souls-like’ is fashionable today,” explains Gamera CEO, Alberto Belli to IGN. “and it can have too many different meanings. Our goal was simple - to create a totally skill-driven combat system, bringing 3D mechanics to a new isometric perspective, something completely new for the genre.”

Belli explains that the game features intricate combo systems, gory finishers and multiple build styles, offering classes, equipment, skills and magic that will fundamentally alter how you play. Gamera also plans to add full local and online multiplayer. While those elements are still in the early stages, Belli promises up to four-player games, as well as PvP functions in an arena setting.

The emphasis is very much on replayability - aside from added customisation and the ability to try new things on each run, different areas of the Overworld will unlock depending on how you play, there are multiple AI companions to meet and recruit, and characters can be imported from previous playthroughs to further their skills.

“There is not a real ‘main quest’,” explains Belli, “but a dynamic world changing for each run due to world politics, the things you do, the background you have. It’s virtually infinite.” He brings up the feeling of starting and restarting a game of Mount & Blade - the concept reminds me more of the promise of a board game, with set rules but hundreds of variables.

The idea appears to be to offer a combat system modern players will immediately understand and gel with, but set within a truly old-school setting, allowing for the story complexities (Game of Thrones is a constant touchstone for Belli) and open-ended nature of classic CRPGs, like Planescape: Torment or Fallout 2.

That’s presumably where Chris Avellone - director-designer on, er, Planescape: Torment and Fallout 2 - comes in. Gamera has brought in the founder of RPG specialist Obsidian as a creative consultant to help create the world’s lore and character backstories, as well as provide feedback on its overall design, which he describes as involving “mechanics I’ve rarely had a chance to work on before.”

Gamera itself is a new studio currently in the final stages of developing its debut game - Xbox exclusive co-op action-platformer Unit 4 - and early production of Alaloth. However, the new company features some old hands, bringing together 12 developers whose experience stretches from Fallout 3 to No More Heroes.

Gamera has now opened Alaloth.com, with more information on the game.

Modern Souls-like action combat with old school-y setting and boardgame-y overworld, eh?
 
Last edited by a moderator:
Vatnik
Joined
Sep 28, 2014
Messages
12,150
Location
USSR
Usually "a dynamic world changing for each run due to world politics, the things you do, the background you have. It’s virtually infinite" means "it's boring and bland". Still, i got my fingers crossed. If anyone can make a good RPG these days, it's some newcomer. None of the Californian faggots can do it anymore.
 

getter77

Augur
Joined
Oct 12, 2008
Messages
871
Location
GA, USA
It has a solid chance, but I always thought it'd be far more likely to see a Kickstarter for a direct Moonstone successor of sorts than it just kind of happening as part of the menu as it is here.
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465

In an ARPG the characters / enemies really shouldn't blend into the background.

That's quite a mouthful for a supposedly not so big external "advisor" role.

http://www.gameragames.net/2017/02/chris-avellone-working-with-gamera.html said:
CHRIS AVELLONE HAS JOINED GAMERA TEAM
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Gamera Interactive is proud to announce that RPG legend Chris Avellone has joined the team as Creative Consultant to assist with a brand new unannounced game based on an original fantasy IP, set to come out on PC and consoles in 2018!

Avellone has worked on several prominent RPGs, including Planescape: Torment, Fallout 2, Fallout: New Vegas, Divinity: Original Sin II, and many more. Avellone will provide creative support for the game, providing advice and feedback on design content and assisting in the creation of world lore and character backstories. You can read the full press release clicking here. Gamera Interactive is going to say more about the game later this month during the Game Developer Conference. If you want to set-up a BCD meeting with us, just fill the form here on the website or drop us a line to info@gameragames.net to get in touch! You can even reach us using our social accounts on Facebook, Twitter or even Instagram!
RPG LEGEND CHRIS AVELLONE WORKING WITH GAMERA INTERACTIVE

Padua, February 8th 2017 – Gamera Interactive is proud to announce that industry veteran Chris Avellone has joined the team as Creative Consultant to assist with a brand new unannounced game based on an original fantasy IP, set to come out on PC and consoles in 2018.

Avellone has worked on several prominent RPGs, including Planescape: Torment, Fallout 2, Fallout: New Vegas, Divinity: Original Sin II, and many more.

Avellone will provide creative support for the game, providing advice and feedback on design content and assisting in the creation of world lore and character backstories.

“Alberto reached out to me last year, he was incredibly friendly and pleasant, and he asked if I’d look at their world and lore and share my thoughts – and if possible, help shape them. He showed me the build of his game, described his concept, and it involves mechanics I’ve rarely had a chance to work on before. As a result, I was more than happy to help review the world and lore and see what I can do to make it a richer, deeper – and even more lethal - place” said Chris Avellone.

“As owner of the studio I’m pleased to welcome Chris on board for this ambitious project that will keep the team busy for months to come. As a passionate player I’m excited to collaborate with the man who created some of the games that I loved the most. Chris has played a key role in shaping western RPGs and he is now working with us. Can’t wait to say more about this project!” said Gamera CEO Alberto Belli.

Gamera Interactive is ready to reveal the first details of the game later this month during the Game Developer Conference 2017, taking place in San Francisco.

To know more about Gamera Interactive and get latest updates on its projects, check out the studio website at www.gameragames.net
 
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Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Ex-Blizzard and ex-Obsidian designer Kevin Jordan joined the team:

Padua, March 29 th 2017Gamera Interactive is proud to announce that industry veteran Kevin Jordan has joined the team as System Designer to assist with the development of Alaloth – Champions of The Four Kingdoms, a brand new action RPG set to come out on PC and consoles in 2018.

Jordan is one of the three original Game Designers of the World of Warcraftteam in Blizzard and has been responsible for early foundation and philosophy for all core systems of the game. He has been System Designer atHex Entertainment for Hex: Shards of Fate before joining Obsidian as System Designer for Tyranny, the latest work of the company.

Kevin has worked on many different titles in his 18 years career and he’s an amazingly talented guy who can offer insights from his experience designing games. He adds huge value to our growing team and I’m happy to say that Alaloth will benefit an additional boost from his knowledge of the genre and his past experiences in such huge companies, with so amazing games released in key roles. As owner of the studio, I’m excited to welcome him on board!” said Gamera CEO Alberto Belli.

Alaloth – Champions of The Four Kingdoms has been announced on February, 23 rd 2017 through an exclusive unveil feature on IGN.com and Gamera Interactive is going to show more about the game later this year atGamesCom in Cologne.

You can read about Alaloth – Champions of The Four Kingdoms visiting the official website at www.alaloth.com or visiting Gamera Interactive corporate website at www.gameragames.net

So...

- MCA brought the opportunity to make a Pathfinder game to Russian devs (Pathfinder: Kingmaker), which might conflict with potential Obsidian Pathfinder CRPG
- and *presumably* introduced an ex-Obsidian dev to this Italian team?

:drink:
 

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Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
:necro:

An article about dev process, with screens: https://80.lv/articles/creating-isometric-rpg-tools-assets-vfx/

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Optimization
As I wrote previously, the game is born with a full 3D soul. Then, considering the idea in the back that was staying in between classic and modern action RPGs, we thought that switching on a Pillars-like style with a real-time hardcore combat sys could have been a KSP for the game. But we did it even because of tech reason because of course optimizing a full 3D game is harder than working on something that runs only models/effects in real time. This is especially something we thought with consoles in mind. Moreover, doing like this the weight of the production is more on artists than on coders. And finding a good artist is always easier than finding a coder following our experience.

Plans
To be honest, we didn’t mention 2018 officially. It was something press said following the unveil we had on IGN last year. The original plan has always been with a 2019 release in mind, considering a self-publishing option. The point is the game raised the interest of a few big names in publishing so we are trying to understand which option is the best for us. The problem usually is that when dealing with a publisher, you have to work on request features for pitching purposes. And we don’t intend to work on something with a never-ending session of pitching for months. Because this means working on nothing and if no one is going to sign a publishing deal, you have simply wasted your time. Of course, a publisher could be a massive opportunity to raise the bar in terms of quality and contents, so we are still on with a couple of companies and we had interesting bids on our desk. This means that the original plan could change. We could think about an Early Access option by the end of the year (that could be great IMHO but it’s something that I can not manage without someone in the back) or even for a 2020 release changing the scope of the whole project with someone paying for this. So, sticking to our plan, it stays 2019 but everything could change, E3 and GamesCom will be crucial to know more about this.

RTwP to action, full 3D to pre-rendered?

Also:

To be honest, we didn’t mention 2018 officially. It was something press said following the unveil we had on IGN last year.

Padua, February 8th 2017 – Gamera Interactive is proud to announce that industry veteran Chris Avellone has joined the team as Creative Consultant to assist with a brand new unannounced game based on an original fantasy IP, set to come out on PC and consoles in 2018.

Padua, March 29 th 2017Gamera Interactive is proud to announce that industry veteran Kevin Jordan has joined the team as System Designer to assist with the development of Alaloth – Champions of The Four Kingdoms, a brand new action RPG set to come out on PC and consoles in 2018.

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ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,270
How do companions work in a fast paced souls type game?
Unless their AI is very good they will be mostly useless. Unless they are going to be designed to be useless and only provide small buffs to players like Diablo III
 

Epsilon

Cipher
Joined
Jul 11, 2009
Messages
428
Chris Avellone? The Chris Avellone? The guy who couldn't get past the first area in Arcanum? I can't wait!:troll:
 

deama

Prophet
Joined
May 13, 2013
Messages
5,009
Location
UK
So might not release this year? Time to forget about this for another year.
 

lophiaspis

Arbiter
Joined
Oct 24, 2012
Messages
379
Looks like your typical slavelware. Janky systems, messy artstyle, bizarro engrish writing.

... still better than PoE. :troll:
 

Ibn Sina

Arbiter
Patron
Joined
Jul 12, 2017
Messages
996
Strap Yourselves In
MCA Writing/MCA Approved/MCA Consultancy is a faux marketing ploy to get all the nostalgic old geezers to buy shovel-ware shit from obscure/greedy/dubious eastern European developers. Retards keep falling for it and face disappointment after disappointment just because they thing he is some kind of visionary. There is no end to this scheme.
 
Joined
Jan 28, 2015
Messages
891
Location
Canuckistan
My team has the sexiest and deadliest waifus you can recruit.
Looks like the sort of janky Steamware ARPG that would make for a few good Saturdays. Putting this on my try-it-out list, at the least it'll be an inoffensive timesink.
 

flushfire

Augur
Joined
Jun 10, 2006
Messages
782
I don't get what it is with these indies and fog effects.
 

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