Cross
Arcane
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- Oct 14, 2017
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Their most hyped feature is being able to switch equipment, a feature every RPG has had since 1974.Key to this are "loadouts", which was a word we heard multiple times throughout the presentation. The idea is you'll be able to quickly switch between sets of weapons in order to overcome the different enemy-based challenges. Need a sword and shield for these enemies? No problem. Need a two-hander to break this one's guard? You got it. Need a pair of wands to pelt these enemies with magical attacks? Fine. It's that kind of thing.
I ask gameplay director Gabe Paramo and he gives me a slightly mystifying answer; he says spells are "on their own button". "There's a single button to use an ability, in terms of the ones that you have on your talent tree." This immediately makes me think of the one-button approach Fable 2 used, but I don't know if that's what's going on here. We didn't see a UI, he tells me, because one hasn't been definitively decided on.
Then there's more player-driven abilities that the player can access as well. And [they're] somewhat like an extension of the player in terms of how we wanted to present that - it's still tied to that singular ability button."
It's, again, a slightly unclear answer, and it's another mention of that intriguing singular ability button. Is it a context-sensitive thing? "Yeah, exactly," Paramo answers, but that's as much explanation as I get.
Oh and perhaps on that note: if you're wondering whether Pillars co-creator Josh Sawyer is involved with Avowed in any way, he is, albeit tangentially. "Josh is the studio design director so at some point he tends to have some involvement with most of the projects going on in the studio," Patel says, "to some degree or other. Since Pentiment released, he has been helping us out a little more directly on the gameplay side, and occasionally pinch-hitting in a few other areas as we all tend to do in medium-sized [projects/teams]."
It's over.