Neanderthal
Arcane
Yeah shopkeepers for guns and tech have started telling me to fuck off when I tak to em, amazing reactivity in this game.
If you're an elf necromancer it may be appropriate to help the Schuylers kill Magnus. You can do that.Cheers for advice, i'm going to leave Magnus for now and snub him like the arrogant Elf bastard that I am.
That's a really good pitch, however the main problem is that the moment you start the gameplay proper, exiting the main menu and chargen, it pelts you with the absolute shittiest aspects of itself and without any indication it's ever going to stop. Unless you really grit your teeth and keep getting pelted with turds you simply won't even get to know the good stuff is there somewhere.Arcanum is hard for people to get because its strengths don't distill into the buckets that they've forced themselves into thinking with. Its main plot is a shoddy hack job - like IWD2's, except that one had the excuse of being written in a day. Its setting, in terms of the 'concept', isn't particularly brilliant. The point is everything else that flows between those shitty buckets.
(Neanderthal you might want to skip the rest of this post, I'd hate to ruin the fun you're having with spoilers.)
Are Arcanum's elves or dwarves amazing and unique on paper? No. Do they have amazing delivery? Yes. When you first meet Magnus, it's easy to tell how alone and out of place he is in a place like Tarant, even though he never gives such a sob story - right down to how you find him alone in a back alley. He does pummel you with this schtick about Dwarves and their last names... only for basically the third living dwarf you meet, in the Isle of Despair, to tell you that's typical city dwarf bullshit. Bates builds up the dwarves as technological wunderkinds, and they are, but the kind of technology you find in their architecture and their dungeons are very different from the way Bates has used the steam engine for Tarant. Nobody tries to beat you over the head with a huge tome about the History of the Elves And Their Distinguishing Features. Instead, the quests and other situations are used to communicate the kind of small, interesting details - e.g. how Elves do not marry, and how they struggle to understand even the point of murdering another elf.
What about the struggle between magic and technology? Firstly, points for taking a theme that RPGs have hardly ever really taken up, before or after, and making it central to the entire setting. Secondly, additional points for driving the point home right from the beginning. You see the downed vertiplane thing at the crash site; you meet Arbalah and his ability to curse and bless. You meet Jongle who introduces you to the whole split, and straight away the decision to support magic or technology is also intersected with a decision to kill an innocent and mentally half-grown dwarf, basically a child... and then you also get chances to double-cross Jongle. You get a sense of the regional geopolitics and the historical incline of technology over magic purely by looking at run down Dernholm (the shittiest looking place in all of Arcanum) and doing the Black Root mayor quest. It is also worked into the character system and the aptitudes in particular. When you realise Virgil's healing doesn't work well on you, and that you might need a technological healer like Jayna, or when the trains won't accept you because you're too magical, you're running head first into the sheer incompatibility between the two that puts them in conflict all over the world.
I haven't even mentioned the obvious All-Star quests in Arcanum which, for their nuance, can easily make any Top 10 list of RPG quests. The Siamese Twins mystery. The Caladon negotiation/assassination double-whammy.
Arcanum is awesome without having an emotional main plot and even with its notably clunky design, because fuck you, Arcanum does not scale to your level.
Tarant is sparse compared to historical Victorian metropoli I suppose, but I'm not sure that's a fair standard to use. It's not sparse compared to other game cities. In fact, as I've played the game over several years I've slowly discovered that many of the nameless pedestrians walking around actually have quest functions. And that's without mentioning how almost every building in the whole city has a quest function, or at least a function of some sort. The density of content in Tarant doesn't become fully apparent until you play a thief, because with that sort of character you can plumb the city for secrets, and there are many.Tarant is very sparse whereas your typical industrial revolution city was very crowded.
Except it is. BG2's Athkatla was densely built and organic looking. Even tile-based Fallouts did much more convincing job with cities and had ways to portray multi-story structures without interfering with gameplay.Tarant is sparse compared to historical Victorian metropoli I suppose, but I'm not sure that's a fair standard to use. It's not sparse compared to other game cities.Tarant is very sparse whereas your typical industrial revolution city was very crowded.
That's fine, but I'm speaking of physical layout and design of the city itself, which is the part that hits well before you interact with anyone or anything and keeps hitting you during those interactions and well afterwards.In fact, as I've played the game over several years I've slowly discovered that many of the nameless pedestrians walking around actually have quest functions.
...would be already greatly improved by squeezing down most of the streets.The density of content in Tarant
And then discover that Tarant sucks too.Sure, I think a U7-style in-town opening where you get to toy with a lot of the non-combat options and experience some quests would have served it much better. But on the Codex of all places, a bad opening should be no excuse and shame on the player. You people played through the Temple of Trials, you can drag your arse to Tarant.
They were working with a concept of their own, presented in the manner they chose using engine they wrote and assets they created for it. All the limitations they faced were self-inflicted. They have no one to blame but themselves for trying to make fantasy industrial revolution game and completely missing the mark on "industrial revolution" part.And for the aesthetic design of Tarant, yes, it is the weakest part, and I'm pretty sure it was simply the limitations of the assets they were working with.
Well, half of Fallout was shanties. Fallout also did much better way disguising its repetitive tiled nature with its diverse and versatile tilesets, could deal with multi-level structures and had much better looking tiles as well. Then there was FoT.I doubt the Arcanum engine, similar to FO1/2 level editors, was capable of narrow, winding streets and the like, nor was it capable of shanty town style hovels piled on top of and across one another. It was the easiest for them to plop down some identical looking Fallouty shacks.
As a matter of fact I dropped my first and only Arcanum playthrough when that elven twins skulls (IIRC) quest broke down on me.That doesn't excuse it at all - it's a key weakness - but everything else about Tarant is amazing and you'll know this when you've done the quests.
You even specifically stated that you did not:DraQ I don't recall saying that those reasons excuse Tarant's aesthetic failure. Probably because I didn't.
So I don't claim that you did.That doesn't excuse it at all - it's a key weakness
Fallout already had ways to selectively draw scenery depending on player's position, and had a handful of multi story buildings. There is no reason why Arcanum couldn't just abstain from drawing buildings in front of the player in the same way Fallout stopped drawing upper floors and roofs when you got inside - it's just a simple coordinate check. There is no reason upper floors of an entire city couldn't be made using Master's Cathedral method:no Fallout/Arcanum town ever features winding two-person narrow roads weaved around multi-story shanty houses, because you'd immediately see every critter on the map collide into each other and never get anywhere. Or, rather, you wouldn't, because you wouldn't be able to see anything half the time.
IIRC an NPC failed to show up.How did the skull quest "break down", anyway? Did it bug out?
Arcanum is good
play Arcanum
DraQ just feels insecure about loving one broken game so he harasses another game broken in a way he doesn't like
pretty arcanum
Emotions. Shrouded Hills is way better than many beginning areas like Temple of Trials. It's already packed with content and plot hooks and even used later in the game.Arcanum skips straight to the manure.
Of course they are useful. They are even more hilariously broken and spammable than vanilla Morrowind's mechinegun enchantments.What's wrong with explosives?
If you only played to Tarant you should have found them quite useful. Latter ones lose some oomph but molotovs, stun grenades, explosive bombs and tnt are all very useful. Even MCA managed to use them right.