Not since Ultima Underworld has there been an RPG that combines the action of the first person perspective and the immersionveness of a fully realized RPG world!!
If Arcanum has proved anything, it is that we know how to craft a well-balanced RPG, with memorable characters, a compelling story, and a character-development system that is second to none.
Does your little thingamajick also allow me to sign it as a MS Word 9.0 document?
An intriguing storyline:
Journey to the Center of Arcanum revolves around the search for an
ancient metal, used to create the Vendigroth device in Arcanum: Of
Steamworks and Magick Obscura. Whoever controls this metal that combines
the power of both Magick and Technology will have ultimate control over the
precarious balance of power in the world of Arcanum. Journey will take the
player to unimagined realms of suspense, terror and excitement by using the Half
Life 2 engine to make bring to life the mysterious world beneath Arcanum come
to life. Whether he is beset by one of the many groups out to control the metal and
recruit him to their cause, or is confronting some ancient civilization, the player
will have to decide on whose side he is fighting.
It is known that Arcanum’s sequel, Journey to the Center of Arcanum, was supposed to be a first person game using the Source engine and eventually led to Bloodlines. Can you tell us more about the plans Troika had for the project? Are there any details you can share about the setting, story or gameplay you wanted the sequel to have?
The sequel was based loosely on Jules Verne's A Journey to the Center of the Earth, where we planned to continue the adventures of the great explorer Franklin Payne. He has disappeared into the bowels of the earth, and his wife has hired you to find him. We had laid out most the storyline, and it included finding prehistoric monsters, subterranean humanoids, and most thrilling of all, a clue about how magic and tech can be reconciled in the same artifact, something that most learned people had believed to be impossible. Of course, none of this came to be, but our talks about using the Source engine led to our making Vampire: Bloodlines.