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UGO have posted a hands-on preview of Greyhawk: The Temple of Elemental Evil. The article *really* stresses the streamlining of the D&D rules interfacing (was NWN really that hard to play?):The character creation system hints at why this game could be so palpable to the non-D&Der. While the game is based off of those complex 200 page instruction manuals, you needn't know a thing when jumping in for the first time. Everything is handled for you. Dice rolling? Automatic. Spell selection? Piece of cake thanks to the radial menu. Melee combat? Again, all through the radial menu. Conversation trees? A simple point and click affair. But lest you think that ToEE is a Fischer Price-style RPG, hear me out. This is one of the most deep, complex and loyal-to-D&D RPG games to come out since Baldur's Gate. The difference, however, is in the way all the complexity is pushed behind the scenes. The character sheets, for example, are all there, but there's no real reason to even glance at them unless you know what you're looking for. There's also an icon at the bottom right of the screen which further tells a tale of ridiculous depth. Clicking on this icon (a ponderously many-sided die) brings up a combat menu showing each and every turn that has taken place. So, while you might see "Miss" on the screen when you go to swing at a giant frog, the menu will read "Miss" and will feature a hyperlink with opens another window consisting of all the reasons why you missed (i.e. -2 to hit for 2d15 or some such nonsense). To me, this is gibberish, but to someone who cares about such details, ToEE piles them high. |
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