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New Arc Line - Arcanum-inspired, modern Party-Based RPG - now available on Early Access

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,068
New Arc Line: A Brief History of Magic
90f573e703cfdc21570155d711edd0185d5fd6cd.png


Greetings, Magicians and Technologists!

Today we want to tell you more about magic and its place in the world of New Arc Line. As we have told you previously, there’s a duality to our world - a simmering conflict between technology and magic. And even though technologists have the upper hand at this point in history, becoming a magician can still grant you awe-inspiring powers. So, let’s peer into the magic’s glorious past, and then see what its present has in store for you as well.

Glory Days of the Arcane Arts
In days long gone, magic and its practitioners ruled the world; and the most talented and dedicated mages could challenge and overcome the very laws of reality - imagine making a waterfall flow upwards, or constructing actual Penrose stairs leading to someone’s house. The most powerful among the arcane practitioners, those achieving the absolute pinnacle of magical excellence and performing true miracles, became known as the Weavers - godlike beings whom others worshipped and followed.

The Weavers' power was almost limitless; they weren’t just wielding magic, they were its very embodiment. With a wave of their hand, the world could change, and they ruled it without opposition. It was brimming with wonders and mysteries, but also teetered on the brink of chaos, and regular people were nothing more than shadows to the powerful sorcerers, just pawns in their grand games.

But a hero arose - Reus the Lawbringer, who wanted to bring justice and balance to the world, and while the sorcerers were blinded by their own grandeur, he worked in secret and discovered the true source of their power; he managed to erect a barrier that severely limited the power of magic and with that decisive act, caused the downfall of the Weavers. This event allowed technology to develop and thrive, bringing prosperity to the people, allowing them to shape the world by non-magical means.

Unfortunately, while magic no longer impeded technology, this only turned the situation around - as it was the spreading of new mechanical inventions that was now causing magic to fade even further from the world. And with harmonious coexistence an impossibility, the Mago-Technology Wars became inevitable - bloody and devastating conflicts from which the technologists emerged victorious, solidifying their status as the ruling class today.

1ef543685e6ad0e23267937d2880d6aa1ff7d619.png


Magic in the World Today
At the time the game's story takes place, magic is but a shadow of its former self. In places where Reus’ barrier is worn thin, entropic rifts can appear and from those, a magician can glimpse a fraction of the old knowledge, growing their powers. Some say that in doing so, they can hear faint whispers of the Weavers themselves, defeated but not destroyed, trying to regain their strength and rule the world once more.

64785674f710709595451047dc1507b58412394e.png


Magical Corruption
Even the relatively limited access to magic (compared to its glory days, anyway) and its use comes at a price, however. Due to the effects of Reus’ barrier, spellcasters risk transforming into distorted, vile creatures - the abhorrent. This happens gradually and there is no clear threshold; but while using simple cantrips is relatively safe, casting powerful, devastating spells greatly increases the danger of becoming corrupted by the magical energies. Maybe the risk is worth it though, as your increasing magical corruption can even grant you unexpected benefits, even while turning you into a monstrous being of malevolence and rage.

6fd2860ccd1893fc91f231dfc9ab3708796f86a3.png


Societal Implications
Magicians in cities are, by and large, relegated to the outskirts and poor districts, living in destitute slums. This is only partly by choice, as they cannot thrive when surrounded by technology; and it is the ruling technologists who control the bustling metropolitan centers. They are also blamed for all the world's troubles, especially the scourge that is the Iron Plague (more details about that can be found in our previous devlog). Consequently, many mages choose a life outside of urbanized areas, away from what technologists would consider "civilization," congregating in secluded enclaves where technology has no place, and they are free to practice their magical and occult rituals.

85372bd6d462fb7cccd379bd9fc9817064d09623.png


Yet many still do decide to reside in cities such as New Arc, and eke out a meager living - some do their best to improve the status of mages by lawful means, but quite often, they end up so alienated that they join the various underworld, illegal (and even downright terrorist) organizations, working to undermine the system and return the world to what they see as the proper order; giving some truth to the prejudice they face, forming a vicious cycle.

a00568c242533a03c02f162a8f5c9730b753805a.png


Choose your Path
Even so, perhaps this adventure of becoming a magic-wielding underdog in the world of New Arc Line is alluring to you, despite all its risks. In that case, be ready to select the arcane profession that best suits your spirit - what kind of a spellcaster will you become?

f9089d363636766e95476ba4bee75a14d90c7bc4.png


Celestial Sage
Celestial spells are the arcane manifestation of the forces of order. The wise sages practicing this discipline prefer healing and empowering themselves and their allies with various buffs; and they like to wear bright colors. But don’t be fooled by their angelic aura - masters of celestial magic are perfectly capable of causing serious bodily harm to their (typically technologist) enemies when necessary. The power of celestial spells increases with the character’s wisdom.

Hellfire Occultist
The most aggressive and outright violent of the magical disciplines, hellfire spells conjure forth scorching flames and all things demonic into the world. Masters of the Hellfire school of magic are not the kind to back away from a fight, and they are willing to do everything in their power to come out on top. To that end, they can often be seen sporting heavy mace-like scepters; just in case their fiery blaze alone isn't enough to obliterate their foes. Even the efficiency of the occultist’s spells relies on the character’s physical strength.

Voodoo Shaman
Voodoo is an ancient, primeval magical discipline, connected to nature and death. Its masters can be easily identified by their macabre outfits and accessories; they specialize in cursing and weakening their enemies, and overall making their day rather unpleasant. The strength of voodoo spells is connected to the character’s "perception" attribute.

c1756e5fe21e196dadb264c65ed90f13a8c00d06.png


Thank you for joining us on another brief foray into the world of New Arc Line – we hope you enjoyed it! We will soon share even more details from the development of the game. We know that by far the most asked question is "When will we see some gameplay?" - well, let's just say we have a surprise for you all planned for next week.

Stay tuned, and don't forget to wishlist & follow the game here on Steam and join the New Arc Line Discord server[discord.com], so you stay up to date on all news and announcements!

Until next time!
 

Ontopoly

Disco Hitler
Joined
Jan 28, 2020
Messages
3,121
Location
Fairy land
If this game is so inspired by Arcanum, then can I turn on real time, spam fireballs by pressing the mouse button as fast as I can, and sprawl on the ground for 5 minutes surrounded by my dead enemies?
 

Old Hans

Arcane
Joined
Oct 10, 2011
Messages
2,124
New Arc Line: A Brief History of Magic
90f573e703cfdc21570155d711edd0185d5fd6cd.png


Greetings, Magicians and Technologists!

Today we want to tell you more about magic and its place in the world of New Arc Line. As we have told you previously, there’s a duality to our world - a simmering conflict between technology and magic. And even though technologists have the upper hand at this point in history, becoming a magician can still grant you awe-inspiring powers. So, let’s peer into the magic’s glorious past, and then see what its present has in store for you as well.

Glory Days of the Arcane Arts
In days long gone, magic and its practitioners ruled the world; and the most talented and dedicated mages could challenge and overcome the very laws of reality - imagine making a waterfall flow upwards, or constructing actual Penrose stairs leading to someone’s house. The most powerful among the arcane practitioners, those achieving the absolute pinnacle of magical excellence and performing true miracles, became known as the Weavers - godlike beings whom others worshipped and followed.

The Weavers' power was almost limitless; they weren’t just wielding magic, they were its very embodiment. With a wave of their hand, the world could change, and they ruled it without opposition. It was brimming with wonders and mysteries, but also teetered on the brink of chaos, and regular people were nothing more than shadows to the powerful sorcerers, just pawns in their grand games.

But a hero arose - Reus the Lawbringer, who wanted to bring justice and balance to the world, and while the sorcerers were blinded by their own grandeur, he worked in secret and discovered the true source of their power; he managed to erect a barrier that severely limited the power of magic and with that decisive act, caused the downfall of the Weavers. This event allowed technology to develop and thrive, bringing prosperity to the people, allowing them to shape the world by non-magical means.

Unfortunately, while magic no longer impeded technology, this only turned the situation around - as it was the spreading of new mechanical inventions that was now causing magic to fade even further from the world. And with harmonious coexistence an impossibility, the Mago-Technology Wars became inevitable - bloody and devastating conflicts from which the technologists emerged victorious, solidifying their status as the ruling class today.

1ef543685e6ad0e23267937d2880d6aa1ff7d619.png


Magic in the World Today
At the time the game's story takes place, magic is but a shadow of its former self. In places where Reus’ barrier is worn thin, entropic rifts can appear and from those, a magician can glimpse a fraction of the old knowledge, growing their powers. Some say that in doing so, they can hear faint whispers of the Weavers themselves, defeated but not destroyed, trying to regain their strength and rule the world once more.

64785674f710709595451047dc1507b58412394e.png


Magical Corruption
Even the relatively limited access to magic (compared to its glory days, anyway) and its use comes at a price, however. Due to the effects of Reus’ barrier, spellcasters risk transforming into distorted, vile creatures - the abhorrent. This happens gradually and there is no clear threshold; but while using simple cantrips is relatively safe, casting powerful, devastating spells greatly increases the danger of becoming corrupted by the magical energies. Maybe the risk is worth it though, as your increasing magical corruption can even grant you unexpected benefits, even while turning you into a monstrous being of malevolence and rage.

6fd2860ccd1893fc91f231dfc9ab3708796f86a3.png


Societal Implications
Magicians in cities are, by and large, relegated to the outskirts and poor districts, living in destitute slums. This is only partly by choice, as they cannot thrive when surrounded by technology; and it is the ruling technologists who control the bustling metropolitan centers. They are also blamed for all the world's troubles, especially the scourge that is the Iron Plague (more details about that can be found in our previous devlog). Consequently, many mages choose a life outside of urbanized areas, away from what technologists would consider "civilization," congregating in secluded enclaves where technology has no place, and they are free to practice their magical and occult rituals.

85372bd6d462fb7cccd379bd9fc9817064d09623.png


Yet many still do decide to reside in cities such as New Arc, and eke out a meager living - some do their best to improve the status of mages by lawful means, but quite often, they end up so alienated that they join the various underworld, illegal (and even downright terrorist) organizations, working to undermine the system and return the world to what they see as the proper order; giving some truth to the prejudice they face, forming a vicious cycle.

a00568c242533a03c02f162a8f5c9730b753805a.png


Choose your Path
Even so, perhaps this adventure of becoming a magic-wielding underdog in the world of New Arc Line is alluring to you, despite all its risks. In that case, be ready to select the arcane profession that best suits your spirit - what kind of a spellcaster will you become?

f9089d363636766e95476ba4bee75a14d90c7bc4.png


Celestial Sage
Celestial spells are the arcane manifestation of the forces of order. The wise sages practicing this discipline prefer healing and empowering themselves and their allies with various buffs; and they like to wear bright colors. But don’t be fooled by their angelic aura - masters of celestial magic are perfectly capable of causing serious bodily harm to their (typically technologist) enemies when necessary. The power of celestial spells increases with the character’s wisdom.

Hellfire Occultist
The most aggressive and outright violent of the magical disciplines, hellfire spells conjure forth scorching flames and all things demonic into the world. Masters of the Hellfire school of magic are not the kind to back away from a fight, and they are willing to do everything in their power to come out on top. To that end, they can often be seen sporting heavy mace-like scepters; just in case their fiery blaze alone isn't enough to obliterate their foes. Even the efficiency of the occultist’s spells relies on the character’s physical strength.

Voodoo Shaman
Voodoo is an ancient, primeval magical discipline, connected to nature and death. Its masters can be easily identified by their macabre outfits and accessories; they specialize in cursing and weakening their enemies, and overall making their day rather unpleasant. The strength of voodoo spells is connected to the character’s "perception" attribute.

c1756e5fe21e196dadb264c65ed90f13a8c00d06.png


Thank you for joining us on another brief foray into the world of New Arc Line – we hope you enjoyed it! We will soon share even more details from the development of the game. We know that by far the most asked question is "When will we see some gameplay?" - well, let's just say we have a surprise for you all planned for next week.

Stay tuned, and don't forget to wishlist & follow the game here on Steam and join the New Arc Line Discord server[discord.com], so you stay up to date on all news and announcements!

Until next time!
that looks pretty darn good
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,166
If this game is so inspired by Arcanum, then can I turn on real time, spam fireballs by pressing the mouse button as fast as I can, and sprawl on the ground for 5 minutes surrounded by my dead enemies?
only if you use vibrator for faster clicks
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,068
Wow this truly look more solid than I thought, some innovative features here and there as well (like an npc's mood at the moment affect the difficulty of a skill check when interecting with said npc)

 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
553
Wow this truly look more solid than I thought, some innovative features here and there as well (like an npc's mood at the moment affect the difficulty of a skill check when interecting with said npc)


Looks promising. Graphically is nice, but it seems to lack a bit of character, in my opinion. And there are gears here and there just for aesthetic reasons. Plus, I would like the menu to be more "dirty".

But, again, looks promising
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,648
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
RPS no like: https://www.rockpapershotgun.com/a-...in-an-rpg-if-the-characters-arent-interesting

A few hours with New Arc Line reminded me that setting doesn’t mean much in an RPG if the characters aren’t interesting​

Hands on with the upcoming Steampunk CRPG

When the trailer for steampunk RPG New Arc Line released in April, I was immediately taken in by its premise. To my shame, I’ve never gotten around to the social tensions and magic-meets-technology world of Arcanum: Of Steamworks and Magick Obscura. A newer, shinier journey to a similar setting sounded like just the ticket. After spending a few hours with the preview build, I do have at least one bit of very positive news to share: I’m definitely going to play Arcanum now, because despite some fetching environments and potentially interesting social systems, New Arc Line just isn’t doing it for me.

If you missed that trailer, the setup here is that you’re an immigrant travelling to New Arc - a supposed shining beacon of progress that’s actually rotten at the core with corruption, danger, and prejudice. The trailer opened with a vignette showing an elven mother escaping captivity with her sick child, but my own entrance to the city was a lot less fraught. A customs officer in a bobby hat warned me about magic (magic I’d later cast openly on the streets to no reprisal - Athkatla, I miss you everyday). Then he told me how nice he thought elves were, and sent me on my merry way. My first quest: find my suitcase. Love a bit of luggage-based questing, I do.

But first: character creation. The preview build features two species (elf and human), and two classes - ‘diesel engineer’ or, uh, ‘voodoo shaman’. I went with the second because I liked the coat, chose elf, and proceeded to create the character I always do when out of better ideas: Ziggy Stardust-era Bowie with ridiculous conversation stats. I picked the ‘outsider’ trait for stronger magic and because the wording - "your debts in this world grow faster" - was suitably mysterious. You’ll allocate starting points to stats - constitution, strength etc - and skills, which are the more nuanced, interesting bits like survival and observation. I went hard on charm until I noticed a skill named ‘mockery’. Truly, the curse of the hack critic runs deep.

An elf in New arc Line's character creator.Image credit: Fulqrum/Rock Paper Shotgun
Before you enter New Arc proper, there’s a bit of in medias rice krispies. Elf Bowie finds himself in a crumbling city reeling from a dragon attack, in a hospital gown, and you have to very slowly stagger out. Remember when Phantom Pain did this and it was a touch tedious but ultimately effective because it’s a third person action game where you’re given a real sense of your character’s ailing physicality? Well, remove that physicality and you’re just left with tedium, I’m afraid. Plod plod. The wrecked city is striking, at least; immediately conveying that split between nature and industry, all strewn massive coggery and luminous, reptile-skinned flora. Unfortunately, I can’t fully appreciate it because the camera keeps getting snagged on things.

There’s a few introductory skill tests as you make your way through the wreckage. A dwarf plummeted to his death when I lost my grip on the stretcher he was hanging on to, a couple jumped to their deaths when I failed to convince them life was worth living, an impaled human bled to death when I failed to find him help - tragic events of that nature. At one point, I got attacked by a lad accusing me of having caused the current chaos, and this came up again in another conversation. Ah, so this is all my fault? Interesting.

I eventually limp my way to safety, and it cuts to a scene between my character and a judge. I’m being interrogated for possessing agitprop. This scene sets up the political situation of the world quite well, although some of the writing and subsequent choices are less on-the-nose than they are up-the-nostrils: "Is it fair to mistreat someone just because they’re different?" reads one option. Must we really kick a homeless orphan in the face just because the system has deemed them a scruffy no-coin?

Some weird plants and mushrooms in New Arc Line.Image credit: Fulqrum/Rock Paper Shotgun

I’m going to skip ahead here, because the writing really is the soul of any good CRPG, and this is where New Arc Line most failed to grab me. The prose itself is quite good! I slapped a bystander to alertness at one point and the description of how his spittle soothed the burn on my cheek from the cigarette he’d also spat at me was nicely vivid. There’s some cute accented flourishes, too: "my sniffer feels like a plate of mashed taters".

The issue, for me, was in the character archetypes. Aforementioned mashed-nose is a beefy bruiser-type that joins your party early, and there’s nothing to him really. He’s big and likes hitting people and sniffing magic cocaine and probably pronounces ‘thug’ as ‘tug’ and that’s about it. To gain access to a new area, I have to endear myself to a theatre troupe, and the playwright is every lazy, vaguely homophobic trope of an overly precious, flamboyant and effete artist you could fit on a plate of mashed taters. I’m supposed to help prompt his real script to his actors after they’ve been given an edited version stuffed with syndicate propaganda, and he trill-ingly refers to the syndicate leader as "a douchebag who never even had a manicure". I feel like I’ve heard every line before it comes out of his mouth.

A large statue of an astrolabe in the starting city area in New Arc Line.Image credit: Fulqrum/Rock Paper Shotgun
That quest is interesting, by the way. As the play goes on, I’m given sets of choices between lines and have to identify the original script from the syndicate propaganda. It’s not too taxing, sure, but I appreciate what it conveys about the stranglehold that the syndicates have on art in this world. Not something I’ve experienced before, if terrible memory serves.

Let’s wind back a bit. Before I meet the playwright, I have to find my suitcase with the help of my bruiser mate. Along the way, I discover a fun, risk-reward pickpocketing minigame, and also loot a few suitcases right next to their owners to no reaction. Occasionally, the game performs perception checks automatically. I’m not entirely sure what they actually do, but I think it’s loot related. I follow an objective marker to where my suitcase is supposed to be, some rodents-of-unusual-size jump out from a bin, and it’s time for combat.

Fighting some rats in New Arc Line.Image credit: Fulqrum/Rock Paper Shotgun
Tradition dictates that a description of combat gets its own paragraph, but if you’ve played any turn-based combat with action points before, it really doesn’t need one. A slight twist here is that everyone gets an armour bar above their health that restores to full every turn automatically. I can perhaps see this becoming interesting later on, maybe offering the chance to spec out aggro tank characters, or force you to keep a certain level of agression up to avoid losing momentum. As far as these early combat encounters go, however, all it does is make them drag out an age - especially noticeable as you have so few options this early.

And that, eventually, was why I ended up quitting the preview build instead of poking around for secrets and sidequests, as I’d originally planned. I got into a fight with some tech zombies, there were five or so of them, and each one was taking me multiple turns to put down. I was already souring on the thing due to the writing issues mentioned earlier, and because I’d nicked a very elaborate hammer right in front of the carnival barker running the hammer game and he said absolutely nothing to me. The drudgery of combat was the last straw. I do think the bones are here for a decent CRPG in a potentially interesting setting, but it's safe to to say the game doesn't put its best foot forward. Hopefully it's hiding in that nifty coat somewhere. Me? Arcanum, here I come.
 

GentlemanCthulhu

Liturgist
Joined
Aug 10, 2019
Messages
1,479
RPS no like: https://www.rockpapershotgun.com/a-...in-an-rpg-if-the-characters-arent-interesting

A few hours with New Arc Line reminded me that setting doesn’t mean much in an RPG if the characters aren’t interesting​

Hands on with the upcoming Steampunk CRPG

When the trailer for steampunk RPG New Arc Line released in April, I was immediately taken in by its premise. To my shame, I’ve never gotten around to the social tensions and magic-meets-technology world of Arcanum: Of Steamworks and Magick Obscura. A newer, shinier journey to a similar setting sounded like just the ticket. After spending a few hours with the preview build, I do have at least one bit of very positive news to share: I’m definitely going to play Arcanum now, because despite some fetching environments and potentially interesting social systems, New Arc Line just isn’t doing it for me.

If you missed that trailer, the setup here is that you’re an immigrant travelling to New Arc - a supposed shining beacon of progress that’s actually rotten at the core with corruption, danger, and prejudice. The trailer opened with a vignette showing an elven mother escaping captivity with her sick child, but my own entrance to the city was a lot less fraught. A customs officer in a bobby hat warned me about magic (magic I’d later cast openly on the streets to no reprisal - Athkatla, I miss you everyday). Then he told me how nice he thought elves were, and sent me on my merry way. My first quest: find my suitcase. Love a bit of luggage-based questing, I do.

But first: character creation. The preview build features two species (elf and human), and two classes - ‘diesel engineer’ or, uh, ‘voodoo shaman’. I went with the second because I liked the coat, chose elf, and proceeded to create the character I always do when out of better ideas: Ziggy Stardust-era Bowie with ridiculous conversation stats. I picked the ‘outsider’ trait for stronger magic and because the wording - "your debts in this world grow faster" - was suitably mysterious. You’ll allocate starting points to stats - constitution, strength etc - and skills, which are the more nuanced, interesting bits like survival and observation. I went hard on charm until I noticed a skill named ‘mockery’. Truly, the curse of the hack critic runs deep.

An elf in New arc Line's character creator.'s character creator.Image credit: Fulqrum/Rock Paper Shotgun
Before you enter New Arc proper, there’s a bit of in medias rice krispies. Elf Bowie finds himself in a crumbling city reeling from a dragon attack, in a hospital gown, and you have to very slowly stagger out. Remember when Phantom Pain did this and it was a touch tedious but ultimately effective because it’s a third person action game where you’re given a real sense of your character’s ailing physicality? Well, remove that physicality and you’re just left with tedium, I’m afraid. Plod plod. The wrecked city is striking, at least; immediately conveying that split between nature and industry, all strewn massive coggery and luminous, reptile-skinned flora. Unfortunately, I can’t fully appreciate it because the camera keeps getting snagged on things.

There’s a few introductory skill tests as you make your way through the wreckage. A dwarf plummeted to his death when I lost my grip on the stretcher he was hanging on to, a couple jumped to their deaths when I failed to convince them life was worth living, an impaled human bled to death when I failed to find him help - tragic events of that nature. At one point, I got attacked by a lad accusing me of having caused the current chaos, and this came up again in another conversation. Ah, so this is all my fault? Interesting.

I eventually limp my way to safety, and it cuts to a scene between my character and a judge. I’m being interrogated for possessing agitprop. This scene sets up the political situation of the world quite well, although some of the writing and subsequent choices are less on-the-nose than they are up-the-nostrils: "Is it fair to mistreat someone just because they’re different?" reads one option. Must we really kick a homeless orphan in the face just because the system has deemed them a scruffy no-coin?

Some weird plants and mushrooms in New Arc Line.Image credit: Fulqrum/Rock Paper Shotgun

I’m going to skip ahead here, because the writing really is the soul of any good CRPG, and this is where New Arc Line most failed to grab me. The prose itself is quite good! I slapped a bystander to alertness at one point and the description of how his spittle soothed the burn on my cheek from the cigarette he’d also spat at me was nicely vivid. There’s some cute accented flourishes, too: "my sniffer feels like a plate of mashed taters".

The issue, for me, was in the character archetypes. Aforementioned mashed-nose is a beefy bruiser-type that joins your party early, and there’s nothing to him really. He’s big and likes hitting people and sniffing magic cocaine and probably pronounces ‘thug’ as ‘tug’ and that’s about it. To gain access to a new area, I have to endear myself to a theatre troupe, and the playwright is every lazy, vaguely homophobic trope of an overly precious, flamboyant and effete artist you could fit on a plate of mashed taters. I’m supposed to help prompt his real script to his actors after they’ve been given an edited version stuffed with syndicate propaganda, and he trill-ingly refers to the syndicate leader as "a douchebag who never even had a manicure". I feel like I’ve heard every line before it comes out of his mouth.

A large statue of an astrolabe in the starting city area in New Arc Line.Image credit: Fulqrum/Rock Paper Shotgun
That quest is interesting, by the way. As the play goes on, I’m given sets of choices between lines and have to identify the original script from the syndicate propaganda. It’s not too taxing, sure, but I appreciate what it conveys about the stranglehold that the syndicates have on art in this world. Not something I’ve experienced before, if terrible memory serves.

Let’s wind back a bit. Before I meet the playwright, I have to find my suitcase with the help of my bruiser mate. Along the way, I discover a fun, risk-reward pickpocketing minigame, and also loot a few suitcases right next to their owners to no reaction. Occasionally, the game performs perception checks automatically. I’m not entirely sure what they actually do, but I think it’s loot related. I follow an objective marker to where my suitcase is supposed to be, some rodents-of-unusual-size jump out from a bin, and it’s time for combat.

Fighting some rats in New Arc Line.Image credit: Fulqrum/Rock Paper Shotgun
Tradition dictates that a description of combat gets its own paragraph, but if you’ve played any turn-based combat with action points before, it really doesn’t need one. A slight twist here is that everyone gets an armour bar above their health that restores to full every turn automatically. I can perhaps see this becoming interesting later on, maybe offering the chance to spec out aggro tank characters, or force you to keep a certain level of agression up to avoid losing momentum. As far as these early combat encounters go, however, all it does is make them drag out an age - especially noticeable as you have so few options this early.

And that, eventually, was why I ended up quitting the preview build instead of poking around for secrets and sidequests, as I’d originally planned. I got into a fight with some tech zombies, there were five or so of them, and each one was taking me multiple turns to put down. I was already souring on the thing due to the writing issues mentioned earlier, and because I’d nicked a very elaborate hammer right in front of the carnival barker running the hammer game and he said absolutely nothing to me. The drudgery of combat was the last straw. I do think the bones are here for a decent CRPG in a potentially interesting setting, but it's safe to to say the game doesn't put its best foot forward. Hopefully it's hiding in that nifty coat somewhere. Me? Arcanum, here I come.
If an RPS journo says something is/isn't interesting, you gotta flip it around to get to the bottom of things. So far I understood that the characters are interesting, whereas the setting and one of the side quests xe played aren't.
 

Litmanen

Educated
Joined
Feb 27, 2024
Messages
553
because of how it was written.
You mean you can't read?

Do you need more images to understand concepts?

The word "how" refers to quality, not quantity. So why not work on your reading skills yourself?
It is written using a normal alphabet and probably you have had an hard time in deciphering it.

The "quality" is something I'm sure you cannot assess.

Don't be hard with yourself and try again with those that games were too complicated for your cognitive skills.
 

La vie sexuelle

Learned
Joined
Jun 10, 2023
Messages
2,161
Location
La Rochelle
because of how it was written.
You mean you can't read?

Do you need more images to understand concepts?

The word "how" refers to quality, not quantity. So why not work on your reading skills yourself?
It is written using a normal alphabet and probably you have had an hard time in deciphering it.

The "quality" is something I'm sure you cannot assess.

Don't be hard with yourself and try again with those games were too complicated for your cognitive skills.

The brain of someone capable of understanding the quality and depth of writing in WoTR.:

talosian.jpg
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,648
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The Demo is now out on Steam.
https://store.steampowered.com/news/app/2458310/view/4530149759313528212

New Arc Line Demo Available in Steam Next Fest
Greetings, Magicians and Technologists!

We have excellent news for you today - we are excited to announce that New Arc Line is joining the Steam Next Fest with a free demo,
available from today until October 21
- so make sure to jump in right now to get your first chance to explore a world where Technology is at constant odds with Magic!


f430f4f5ea2590ab373300106970871e4394625f.png

As many of you have noticed, several journalists and influencers have tasted a sample of the game already and have shared their initial impressions (for example PCGamesN.com, SplattercatGaming, MortismalGaming or TheGamer.com). The demo version you can
get your hands on right now
is different, however, so even if you had read and watched the previews, it will not spoil your experience at all!

You will get to select from 2 classes and play as either a
Voodoo Shaman
or a
Diesel Engineer
of either the
Human
or
Elven
race. The events of the demo take place a little further on in the main storyline, in a small part of the Harbor Slums - you will be tasked with investigating the Leprosarium and find out why a doctor is not making her rounds, helping the poor community afflicted by the deadly Iron Plague epidemic (find out more details about the disease in our previous devlog).

We are really looking forward to seeing what you think about the short demo, and what choices you will make! Come let us know here in the comments, in the Steam Discussions, or better yet, come chat with the devs as well as fellow fans on the New Arc Line Official Discord server. We are also preparing more
surprising announcements for you very soon
- don't forget to wishlist and follow the game so you are always up to date!
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,810
The design of that double-barreled dwarf gun.... optics in center, barrels waaaaay off to the side.

1728927319511.png
 

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