Thursday - February 28, 2002
Four Fat Chicks has written a review of Baldur's Gate: Dark Alliance for PS2. Their verdict is positive, and their conclusion reads like this:
All in all, Baldur's Gate: Dark Alliance is a fine RPG, very loosely based upon a simplified Dungeons & Dragons motif. The game mechanics are easy, leaving you to focus on the puzzles, the high-adrenaline battles, and the lustful visuals. The story is straightforward, except for an eye-opening plot twist delivered via some wild cutscenes after the final battle with the beautiful Eldrith (who slings her sword in ways that would make Sir Isaac Newton roll over in his grave, I assure you). The replay value of this title is somewhat limited unless memory fades, as maps and enemies do not vary with each new game started. However, playing through the game several times as each separate character in turn or replaying with friends in co-op mode may offer enough variance for some players. The adventuring in the second Act with all of the jumping could well have been made shorter, but this is the only gameplay shortcoming besides somewhat simplistic brevity. Even so, Baldur's Gate: Dark Alliance is a great introduction to role-playing games for a novice, as its difficulty level and its inventory and character skill systems are much less overwhelming than in many other RPGs. It is also a fun, albeit somewhat brief, romp for an experienced gamer. |
A new Anarchy Online patch has been released (version 13.9, 1.7MB), just one day after the last one. All you want to know about it can be found in the build notes... |
RPGvault features part no. 4 in a series of interviews, talking to several members from Irrational about their upcoming superhero RPG Freedom Force. There's just a single question and this time it goes like this: "Since Freedom Force is a squad-based title, what is the composition of your personal favorite group?" Answers inside, of course.
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Lucas Arts has launched the official site for its Star Wars single player RPG 'Knights of the Old Republic' which is in development at Canadian BioWare (also known for Neverwinter Nights).
The site looks rather complete for a start and offers the first ever screenshots of this game (six of them), concept art, character models, and a game info page.
Update @ 18:03: BioWare has just opened its message boards for discussions on Knights of the Old Republic. | Source: Blue's |
Our hosted site The Locus Inn has added an Icewind Dale II section to it. Now you not only can get a daily update from the Icewind Dale II forums from them, but also read up on the latest information available.
The direct link to the new section is this. |
Today a new section has been added to The Locus Inn. It's Icewind Dale II.
At the moment it consists of a Game Info section and a Gallery. The Game Info section holds the latest info on:
- Rules of the game
- The current status on the kits
- The new classes
- The new races
Navigation is slightly different from the other sections because it's using the latest addition to the RPGDot database (which we share) used for holding game information like this.
Just click on the Icewind Dale II link on the left to reach the new section... enjoy :-) |
The Pendragon test servers have received their daily treatment by being upgraded to version 1.47B. As always, patch notes are right here. |
VoodooExtreme has posted three more screenshots from Asheron's Call 2, the sequel to Microsoft's very popluar MMORPG. |
Highlander Online: New MMORPG - First Movie
(PC: MMORPG) | Posted by Moriendor @ 17:31 - Top | Game Info |
Computer and Videogames has scored the first ever movie of a new MMORPG from French Kalisto Entertainment. The game is based on the 1980's Highlander movies with Christopher Lambert.
The clip comes in two different sizes, both MPEG format. Have a look. |
The Gaming Intelligence Agency (GIA) seems to have gotten new info on Square's 11th installment in the Final Fantasy saga, claiming that recent information posted by The Magic Box is false.
According to GIA, the release date is May, 16 - not April, 27. Suggested retail pricing is supposedly 7800 yen (US$ 58) - not 6800 yen (US$ 50).
The reported monthly fee for online gaming also appears to be wrong. It should be 1280 yen/month (US$ 9.50) as opposed to 500 yen/month (US$ 3.75). |
PlanetEverQuest holds an announcement from SOE's Rich "Absor" Waters (Lead Designer, Systems) about balancing the classes in the game. It mostly deals with the recently added "Ancient Spells" and their implications on gameplay. |
Haven't posted these in a while but today I was in a mood for it :)
If you want the SWG forum snips to return on a daily (or almost daily) basis feel free to comment on this newsbit and tell me to get to work ;)
So let's check out what the devs of Sony's/Lucas' Star Wars MMORPG had to say recently.
1) Raph "Holocron" Koster has commented on how SWG's engine is going to make use of the GeForce4 gfx card.
2) In a related post, Holocron answers to a question about the engine's pixel/vertex shader capabilities. A gfx card with pixel/vertex shader onboard (GeForce3 and above + Radeon 8500 and above) is not going to be required but you will miss out on some special effects w/o one of those nifty cards. A T&L card (GeForce1 and Radeon256 or above) is mandatory though.
3) Last one is from Kevin "Q3-PO" O'Hara (Community Relations Manager) who explains why there's so little screenshots leaving their offices for publication on the SWG website.
Here's a bit from that last one:
You'll get to see cities and gun fights and equipment and interface and all that good stuff well before the game releases. In fact all of those are in the game now, however we're making this game in iterative steps. Presently the terrain for several planets is looking good. Presently interior lighting isn't good enough to be considered screenshot quality. Some creatures are looking awesome, but the interface is placeholder for one the artists are currently working on. Etc.
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Those crazy donkey lovers from Packmule.org have slapped up part no. 3 in a series of Dungeon Siege diaries. Please note that the article date (Feb. 21) is the date when the article was written. It has been posted today, so this is real news ;)
Here's a snip:
ED NOTE: Because there are no packmule diaries available for this time period (Poor Ahnteis is a slow traveller), today's diary excerpt is taken from a farmboy who happened to be involved in the famous story involving our favorite packmule (who will come into the story shortly).
Dear Diary,
Ok - a new day, a new adventure in sufferage of morons. Specifically that Skrat guy. I wake up, have some dinner, let him know that I'm heading on and that he's welcome to come along. He said "no" thankfully. I turned around to leave and had hardly gone 10 steps before I was attacked by a wolf and a krug. "Give me a hand here!" I yelled as I fought back. No answer. I dispatched the beasties and looked over at the cowardly fool. He was simply cowering, and I think he might have soiled himself. Figuring further conversation was a waste of my time, I headed toward the crypts, glad to get away from him.
| Source: PlanetDungeonSiege |
A press delegation from Telenet G@Me$, a Belgian/Dutch gaming site, has recently visited their country mates Larian Studios, developers of Divine Divinity in their (Larian's) office in Oudenaarde.
They have now put up the results of that trip. A visit report (in Dutch) with lots of photos of the office and the Larians.
Plus two very cool movies, showing a guided office tour (English), an interview (English) with Swen "Lar" Vincke, project leader of Divinity and some in-game footage.
BTW, actually it's just one movie but it's offered in a 120MB high quality and a 67.5MB low res version. Both files are zipped. The movie is 15:29 minutes long. Go get it :) |
Here's a press release by Codemasters, makers of Dragon Empires, and upcoming MMORPG, about famous author Piers Anthony creating the background story for their online world:
Famous fantasy author Piers Anthony bids you welcome to Fortitude, the world of Dragon Empires
- 28th February 2002
Thursday 28 FeBlueberry* 2002: The world of Dragon Empires, Codemasters’ massively multiplayer online RPG of incredible fantasy and clan rule, has been named “Fortitude” by the renowned science fiction and fantasy author Piers Anthony.
Piers, author of over 100 novels, is to collaborate on the creation of the game world’s history and on giving names and placement to the many islands, provinces, empires and cultures that together form Fortitude.
The author, best known for Xanth series of fantasy novels, was approached to work on Dragon Empires after thousands of members of Code M, Codemasters’ privilege online community, voted him as a favourite science fiction and fantasy author in an poll consisting of 20 famous novelists.
Creating a world of intriguing fantasy ready for the game’s prospective inhabitants, Piers will author a short story, exclusively for Dragon Empires. The short story will provide players with an insight into Fortitude’s inhabitants and the dragons that inhabit the world as the city peacekeepers.
Says Ted Carron, the producer of Dragon Empires: “We are delighted to be working with Piers. His creativity is perfectly suited to shape the history, cultures and lands of Dragon Empires. The naming of the world as Fortitude reflects the attitude to succeed in the world – the name means strength, a firmness of mind, courage, determination, and guts!”
Dragon Empires is approaching Beta Testing stage. With tens of thousands of prospective players already registered to participate, Codemasters is eager to hear from more Beta Testers who want to help shape Dragon Empires. The sign up page for Beta Test is located at: http://www.codemasters.com/dragonempires/beta_form.php
The English language version of Dragon Empires is scheduled to be available in Q3 2002 for PC gamers. The game will be launched as a boxed product with players subscribing on a monthly basis to play.
The game’s web site, including its forum and Beta Test programme, is located at: www.codemasters.com/dragonempires
* FeBlueberry 2002 – as according to Piers’ own calendar of months.
ABOUT PIERS ANTHONY
Piers Anthony is one of the most prolific authors in the science fiction and fantasy field with a career spanning over 35 years. He has written martial arts action novels, fantasy, science fiction, space opera, post-apocalyptic adventure, and horror.
His work has regularly earned him a place on international best-seller lists and made him one of the most successful of science fiction/fantasy writers in terms of both reader popularity and sales. Further information on the author and his work is available online at www.hipiers.com |
A short hands on preview of Grandia 2 for PC has been published at Gamesdomain. Here's something about combat:
The best bits of the game come with the combat, which is frequent and your main method of progression. Like Chronotrigger, on which this combat system is loosely based, you can see the enemies ahead of you as you approach them, and it's often your choice whether to engage them or not, although you'll need to fight at many places to progress. Should you manage to surprise them, you'll get the initiative in combat, however, the opposite also applies if they manage to engage you before you can react. The combat is turn-based, and is controlled by an action-meter on the bottom of the screen. The meter is split into rest-time, where you are unable to do anything, and action time. A representation of your character moves along the meter, and when it hits the action section, the game freezes, and you choose your attack, defence, or item to use. According to what you've chosen, you then take various amounts of time to execute the attack, from a quick one-two with your weapon, to a slowly fruiting mega-attack. |
Planet Baldur's Gate reports that "Tial of the Luremaster", the free addon to the not so free addon "Heart of Winter" of the absolutely not free "Icewind Dale", has been downloaded 70.000 times by now. Not too bad :-) | Source: Planet Baldur's Gate |
NeverwinterVault has posted a Q&A with Greg Zeschuk about their upcoming game Neverwinter Nights. Here's something:
Question 2 DM Control: With PnP games, when the DM needed to check something out, players could converse amongst themselves. What do you foresee happening when a party of four are in different locations in the map and each about to interact with something that requires the DM's full attention to the situation. Have you tried any situations such as this, and how easy has it been for the DM to manage it?
[Greg] One of the key things to remember with Neverwinter Nights is the game does run autonomously and doesn't actually require a DM (unlike the pen and paper experience). The DM client can't view more than one area at any given time, but if the DM plans out his or her module well he or she won't be required to be present for things to work in all cases. If you need to move from place to place it's quite easy to do so with the DM client - you can choose to either jump to the player or to a given location to follow the action as it unfolds.
As far as how much testing we've done, we're reviewing it right now, and for the purposes we intended for the DM Client it seems to be working well. Also remember there can be more than one DM present in a module at any time - this would also allow for the situation you describe above. |
Gamespot has a hands-on preview of Asheron's Call 2 today, from what they saw and did at the IGF. Here's a bit:
Combat of course won't be all of what Asheron's Call 2 has to offer. The game's complex trade skill system will enable you to transmute literally just about any item into its base elements, in order to create other items using those same materials. So even if you happened on a mighty weapon of some sort that your character didn't know how to use, you could always just melt it down and use it to make something better suited to you.
Turbine admits that the world of Dereth will be somewhat smaller in Asheron's Call 2 as compared with the original--but that it will be more densely packed and more interesting in general. The game will have no discreet "zones," but rather just the one huge, seamless landmass. Turbine was also quick to point out that it will continue to host dramatic in-game events frequently during the life of Asheron's Call 2, as it did with the original game. |
Now that the dev chat with the folks from Darfall is over, you have the choice of two chat logs to see what was going on: either at Darkfall MMORPG Network or at Darkfall Warcry. Up to you :-) |
A trailer for Deus Ex - The Conspiracy (PS2) can be downloaded from Fileplanet. The usual stuff applies: you have to register (free), and you will probably have to wait for your download (free, too). Or you pay 6.95$ a month to avoid the waiting.... |
A review of Magic - The Gathering Online can be found at Gamezone today. It's based on a beta, and there is no rating, but this conclusion:
Magic The Gathering is one-on-one competition without a lot of frills. It is card playing, refined to its simplest denominator in terms of presentation, and with all the intricacies of the actual game play.
The decks are well designed, the sound is negligible, and the game play can be intense.
This is definitely not the type of game that will appeal to all fans of strategic play, but the niche it does inhabit will be an enthusiastic one. |
Here's the latest from the Icewind Dale II forums
Are the IWD portraits a part of IWD2 also?
Yes.
About stacking saving throw bonusses
All bonuses to saving throws stack, though there isn't a deluge of saving throw bonus items in the game.
The description of the Energy Drain rule has been added
In IWD2, some undead creatures will have the ability to bestow negative levels in a manner similar to 3E. When a character gains a negative level, he or she suffers a -1 penalty to hit and saving throws, -5 penalty to max hit points. Negative levels stack. The negative levels persist until the character dies or has a restoration spell cast upon him or her.
Unlike 3E, these negative levels do not remove spells, and they will not ever actually drain a character's level.
Are there Drow only items?
You will have the opportunity to gain two items normally reserved only for drow nobles.
They are potential gifts from a long-forgotten IWD "friend". That's all I'll say about it.
On the hypothetical subject of implementing multiclassing with feats
If we were to implement feats, they would be selected by the user. I made a list of "easy-to-implement" feats a while back. They did not include many meta-magic feats (big pain), but included many combat feats (power attack, weapon focus, expertise, lingering song, arterial strike, hamstring, dash, death blow, dodge, point blank shot, etc.).
A question about maximum attacks
Q: To clarify, let's take three 21st level characters -- a fighter, a rogue, and a monk. How many attacks would each have? Oh, and does the monk get her favorable attack rate when using weapons, or only when fighting unarmed?
A: 21st level fighter would have four attacks at +21/+16/+11/+6 (it stops at four)
21st level rogue would have +15/+10/+5.
21st level monk would have the same, unless using fists, in which case he/she would have +15/+12/+9/+6.
Is a magic character a must have in a party?
Having a magic user definitely isn't a requirement, but it will make things easier on you and your party if you had at least one. Plus there are some really good spells to choose from as you level up.
A link
Justin Sweet is the creator of the portraits. To see more about him you can go visit his site: http://www.justinsweet.com/.
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Dominion Interview Part 2 at VE
(PC: MMORPG) | Posted by Rendelius @ 03:55 - Top | Game Info | Homepage |
Voodooextreme serves us the second part of their interview with David Allen from Pharaoh Productions about their upcoming single player/multiplayer RPG Dominion. Here's a slice of the meat:
VE: Tell us more about player advancement -- or more precisely dynamic character progression and regression. Give us a definition of the terminology, how it affects gameplay and the advantage of this kind of system. Also, tell us more about level-based stat and skill progression system and the other key element a dynamic distribution system that directly relates to actions that the player takes.
David Allen: We actually will not have ‘regression’ per se – at least not from not taking actions. The only way characters will be drained of stats, skills, or abilities will be to be drained by a creature, or to have a cursed item in their possession (in that case it’s temporary).
Players will be able to build their character abilities dynamically through action. For example, if the player has a sword and decides to use that sword in combat, and execute specialized sword attacks, there’s a good chance their sword ability will slowly raise during the use of the sword and specialized attacks – and possibly stats associated with the use of a sword – Strength and Dexterity.
When a player makes a level in a guild, they are given a certain number of ‘points’ that they can distribute into their characters statistics – this is the secondary support mechanism for building a character.
I chose this route because it’s the best of both worlds – you can build your character through action, and have ‘bonus’ points for making levels.
The advantage to this system is it more reflects the way the character is played instead of planned. If a character is always fighting with their sword, when the player looks at their character’s statistics in order to distribute gained points from making levels, they’ll say "look at my swordsmanship – cool! I’m going to X." This is different from a point-based non-dynamic system where players look at their stats and say "what did I plan to raise next?" (insert head scratch here)
Dynamic progression serves as a supportive foundation for bonus stat distribution, and it directly reflects the way in which the character is played. |
A review of Gothic has been posted at AllOutGames. Once again, we see a high rating of 83%, and what they liked and disliked can be found in their final words:
What makes an RPG good? A great storyline, interactive environments, customizable characters, immersive world, all contribute to a good RPG. Well, Gothic has all those qualities, though unfortunately it suffers from a few bad ones.
This is a very good and interesting RPG. It lacks a bit of polish and the combat is more of an afterthought--it hasn't been fully developed. But despite that, its better parts more than make up for its unpolished features. I must admit that I am looking forward to more from Piranha Bytes. They showed that they have a lot of ambition and a lot of potential. I am sure they will learn from their mistakes, and their next RPG will be even better. As for Gothic, it is quite a good role-playing experience, and any fan of the genre should look into it. | |