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Interview God of War meets Oblivion

VentilatorOfDoom

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Tags: Big Huge Games; Project Mercury

<p>Joystiq put up <a href="http://www.joystiq.com/2010/07/26/38-studios-on-kingdoms-of-amalur-reckoning" target="_blank">some interview thingie</a> concerning Kingdoms of Amalur: Reckoning, featuring comments from Schilling, Salvatore and Big Huge Games' lead designer, Mark Nelson.</p>
<blockquote>
<p>They're enthusiastic, that's for sure. Schilling is as sincere as game executives come, and when he says he's tired of games that don't have the punch to back up their high profile creators, you believe him. "It doesn't matter how awesome and deep and rich our story is or how cool our animations and art are," he admits. "If it doesn't translate into kick-ass gameplay, it's irrelevant. We've all played those games."<br /> <br /> Of course, suggesting that <em>Reckoning</em> will provide "<em>God of War</em>-level combat" combined with a polished RPG experience, as the panel did, seems like 38 Studios is crossing the border of hyperbole. "I don't know another way to explain it without treading on that slippery slope," says Schilling. "I don't know a way to tell you, 'Hey we're taking <em>God of War</em> and marrying it with <em>Oblivion</em>.'"</p>
</blockquote>
<p>That certainly sounds intriguing. God of War combat paired with the design and "dialog" shittiness of Oblivion.</p>
<p>I can hardly wait.</p>
<p>&nbsp;</p>
<p>Spotted at: <a href="http://www.rpgwatch.com/#15404">RPGWatch</a></p>
 

janjetina

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Torment: Tides of Numenera
VentilatorOfDoom said:
<p>Joystiq put up <a href="http://www.joystiq.com/2010/07/26/38-studios-on-kingdoms-of-amalur-reckoning" target="_blank">some interview thingie</a> concerning Kingdoms of Amalur: Reckoning, featuring comments from Schilling, Salvatore and Big Huge Games' lead designer, Mark Nelson.</p>
<blockquote>
<p>They're enthusiastic, that's for sure. Schilling is as sincere as game executives come, and when he says he's tired of games that don't have the punch to back up their high profile creators, you believe him. "It doesn't matter how awesome and deep and rich our story is or how cool our animations and art are," he admits. "If it doesn't translate into kick-ass gameplay, it's irrelevant. We've all played those games."<br /> <br /> Of course, suggesting that <em>Reckoning</em> will provide "<em>God of War</em>-level combat" combined with a polished RPG experience, as the panel did, seems like 38 Studios is crossing the border of hyperbole. "I don't know another way to explain it without treading on that slippery slope," says Schilling. "I don't know a way to tell you, 'Hey we're taking <em>God of War</em> and marrying it with <em>Oblivion</em>.'"</p>
</blockquote>
<p>That certainly sounds intriguing. God of War combat paired with the design and "dialog" shittiness of Oblivion.</p>
<p>I can hardly wait.</p>
<p> </p>
<p>Spotted at: <a href="http://www.rpgwatch.com/#15404">RPGWatch</a></p>

If they stay true to the hype, this will be the ultimate in shitty design. The antipode of Fallout for Bethesda, Bioware, Obsidian and whatever company Molyneux now owns to strive for. Gaming press will idolize it and give it 10/10 in all gameplay elements: Immersion, Cinematics, Graphics and Streamlining. In a few years, 4chanites, SA losers and other console kiddies will start talking about decline of RPGs, as no game after will be able to reach the level of shittyness set by Kingdoms of Amalur. And the pendulum will start to swing back.
 

Andhaira

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Oh great, I HATE the god of war style combos you have to pull during fights. They SUCKED and broke the immersion factor.
 

KalosKagathos

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AndhairaX said:
Oh great, I HATE the god of war style combos you have to pull during fights. They SUCKED and broke the immersion factor.
What. The problem with GoW's dial-a-combo combat system is purely technical: it's difficult to stop a combo going and start a different one when the situation changes. Compare to DMC's system that doesn't have any preset combos at all and allows you to chain moves however the fuck you please. What does any of this has to do with teh immershun?

Silellak said:
They are. :smug:
Not.
gentlesmug.gif
 

Dyspaire

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Nothing immerses a player into the story and setting of a game more than reactionary and timed twitching of your fingers.
 

Phelot

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SOmeone needs to rip off Blade of Darkness. I don't get how hard it is NOT to since the game had rather straightforward combat. Essentially it was sort of like Gothic, but your character was a lot more fluid and had a shit ton more moves. No flashy effects to try and hide the combat in that game, no monitor shakes or super awesome green flares. Really cool gore including splatter marks that I have yet to see done well again (it would slowly run down walls. AWESOME!)

So your character levels up which allows you to use better weapons and have more stamina. Then you can string different moves together or just do them one at a time. Moves aren't just "Super OMG Move 1, Ultra Extreme Devestator" but instead are things like a low left swing, high swing, etc etc.
 

Phelot

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commie said:
Will we ever get an RPG where stats determine hit and miss/damage again and not how fast/how well you can button mash/aim?

It really should be TB for that otherwise you get Morrowind which was nice, but most people thought it looks retarded seeing your character clearly hitting something, but still not having it register. Immurshun trumps statistics of course.
 

commie

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Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
phelot said:
commie said:
Will we ever get an RPG where stats determine hit and miss/damage again and not how fast/how well you can button mash/aim?

It really should be TB for that otherwise you get Morrowind which was nice, but most people thought it looks retarded seeing your character clearly hitting something, but still not having it register. Immurshun trumps statistics of course.

I don't mind Action RPG when they do it right(Gothic) and this game is not trying to be the next Fallout so it's unfair to criticise it's combat I know, but it made me wonder about how often we've really had stat based combat in the last decade from at least semi 'major' releases.
 

Sceptic

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Divinity: Original Sin
phelot said:
most people thought it looks retarded seeing your character clearly hitting something, but still not having it register. Immurshun trumps statistics of course.
Ultima Underworld motherfuckers.
 

commie

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Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
Sceptic said:
phelot said:
most people thought it looks retarded seeing your character clearly hitting something, but still not having it register. Immurshun trumps statistics of course.
Ultima Underworld motherfuckers.

Well it was only 18 years ago. You can't expect the industry to move that quickly to take on such radical ideas.
 

Luzur

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commie said:
Will we ever get an RPG where stats determine hit and miss/damage again and not how fast/how well you can button mash/aim?

not for as long there will be consoles.
 

Nihilism

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commie said:
Will we ever get an RPG where stats determine hit and miss/damage again and not how fast/how well you can button mash/aim?

It's called Diablo.
 

Luzur

Good Sir
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.....not sure what i asked for, Final Fantasy XIII?

do keep in mind i am not that well educated about or interested in newer JRPG's.
 

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