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ActionTrip has done a review of Arcanum. They give a score of 89%, although they have some things they didn't like. Here's something about magick:
Magic is present in Arcanum in spite of the fact that it is slowly withering away. You can join more than ten schools of magic which will teach you various offensive, defensive, or support spells. The spells have been depicted using fantastic visual effects, but their concept is nothing new or different from the spells in other RPGs. Technological disciplines instantly gained my full attention, so I mostly concentrated on developing those skills in my character. I have to emphasize that magic and technology have not been properly balanced as many lower-level spells have about the same effect as some highly advanced technological gadgets. Still, the technical disciplines opened a whole new aspect of RPGaming. There are altogether eight technical disciplines: Herbology, Chemistry, Electrical, Explosives, Gun Smithy, Mechanical, Smithy and Therapeutics. Each of them is interesting and special in its own way. As you progress through a certain discipline, you will gain new blueprints for building devices (seven blueprints in each category) from items you can find or buy in Arcanum. My character started by specializing in explosives, and I spent quite some time rummaging around Tarant dumps in search of rags to combine with fuel so I could build Molotov Cocktails. There are also blueprints that you cannot gain simply be gaining a level (like the charged sword which is a combination of a large capacitor and a balanced sword) but they still require you to have a certain level in a specific category (like professor or doctorate). |
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