Games Convention 2002:
Mistmare
Myrthos,
2002-09-04
Mistmare starts in the
year 1996 in Europe. However the world is different than we
know it. In an alternative timeline there has been no industrial
revolution, there are no cars or mobile phones and there is
magic. The world is in turmoil and large parts of the continent
are covered in thick mist with magical properties that forbids
the passage through central Europe.
You play Isador, the inquisitor monk, send out by the church
to find a man, who has been deemed by the church to be a murderer
and an antichrist.
The Setting
Some 600 years earlier a fog started to spread over Europe,
destroying the minds of anyone who dares to enter it. The fog
has claimed the lives of millions and pushed the civilization
to the southern lands of the continent. The Holy Roman state,
the only surviving state in the southern part of the continent,
has been unable to fight the fog, although it has been practicing
powerful and useful magic for hundreds of years. In the 13th
century, the Church has been able to eliminate the plague epidemic
using its then-powerful Link towers, a spell-casting mechanism
connecting all major European cathedrals, but has been since
able only to create a volatile northern border, preventing the
Fog to spread to its southern lands.
You take the control over Isador, who has been brought up
by the monks and serves now as an inquisitor monk of the church
having both knowledge of combat and magic.
The Game
You create your character by choosing from a variety of options.
Your character attributes are determined by three spheres:
Lunar, Solar and Terran and a spiritual and corporeal aspect.
From them the usual statistics are derived, such as health,
strength, intelligence, concentration, willpower and agility.
Besides that your character also will have an alignment that
is influenced by the actions it takes. But it also has an
influence on which type of spells you can use most effectively.
The game uses a skill-based system, that is divided into
three groups; combat, passive and adventuring. When using
a skill a character gets better in it. The more difficult
the situation, the more the skill proficiency increases. Skills
also have a level which can only be increased by finding a
teacher or a proper book. Where combat skills improve your
fighting abilities and passive skills increases abilities
such as defense and stealth, the adventuring skills are the
skills that will get you through most of the quests.
Mistmare uses a system of time management. Each episode in
the game has a specified duration and the character needs
to finish each episode in the game in a certain time period.
It will be no longer possible to take those quests that would
exceed this time period. Although it adds some extra pressure
and might improve the gameplay because of that, it sure does
not benefit the explorer who likes to try out everything there
is.
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Character improvement is not triggered by experience points
but is defined at certain points in the script. At that time
it's possible to learn new skills, improve current skills
or improve the character attributes by changing the affinities
towards the 3 spheres or learn new spells.
Everything has it's price, but not everything has the same
price. Some things will cost you time, others money or objects
and some only occur because of certain scripted conditions.
Sometimes, more than one choice is available to the character,
of which only one may be taken. So basically your character
improvement is completely handled in-game and by interacting
with other characters or objects in the game.
Magic
There are two realms of magic; the realm of liturgy and the
realm of alchemy. Liturgical magic influences living matter
and is directed by sound and as such requires a study of chords,
where each chord contains elements of one of the three spheres.
The effects of these types of spells will be different when
casted empty handed or when they are cast while wearing a
weapon. The realm of liturgy is divided into harmony and shriek
spells. Those with a lawful alignment will find the first
one most attractive, those with a chaotic alignment the second
one. Harmony contains spells that influence the corporal or
spiritual abilities of characters or improve your defense,
whereas the shriek spells will do the opposite.
To cast a spell one needs an object that creates the appropriate
sound, such as church bells.
The realm of alchemy affects dead matter and is made up out
of different formulas. Combining formulas in certain way will
give you a spell. To cast it a reagent is required, which
also determines the effect and the power of it. The different
reagents with the different formulas should make for a lot
of different spells that can be used.
Combat
There are two types of combat available, combat inside the
fog (nightmare) and outside the fog (normal). The difference
between them is that in the nightmare mode, damage is inflicted
to the concentration of a character (influences spell casting),
whereas the second influences its health.
Winning a combat situation will improve your character depending
on the combat mode. In nightmare mode, the spiritual parameters
are increased (intelligence, concentration, willpower), whereas
in normal mode the corporeal parameters (strength, health,
stamina) are increased. Loosing on the other hand will result
in the character running away. In nightmare mode, the character
looses its marbles and runs off to somewhere to heal. In normal
mode, the character limps of to a safe place. Loosing a battle
will cost you one day from the available time pool.
There are no team members that fight with you, but with the
harvesting skill you can catch nightmare creatures and set
them loose later to aid you in combat. This will fail more
often than it succeeds and requires you to be rather skilful
to have a decent amount of success. Of course when you fail
then the creature will be aware of you and attack you.
Trapping these creatures will cost you some time from the
total available time.
Some final comments
Mistmare is using the 3D Lithtech engine with which they created
a slightly dark atmosphere. Even though the graphics looked
good, there wasn't much extra's in the scenes. The rooms looked
rather empty, but then again half of the time I was in some
kind of monastery and they are probably used to living without
a lot of stuff.
The camera can be controlled in three ways. You can rotate
the character around the character and fix it in that position
and you can move the camera from a birds-eye view to a ground
view, where the camera hovers right above the ground. There
were however only a few positions to which the camera could
be fixed in this direction. Somehow when I was inside I never
found the proper one. Outside I did not have any troubles
with it though. Besides this the camera can also be zoomed
in or zoomed out.
The controls are rather simple, you walk by right clicking
somewhere and actions take place by left clicking. Combat
is initiated by clicking on an enemy or by getting close enough
to it. Depending on your combat skills you will have certain
moves that you can use to defeat the opponents, each of these
moves is animated differently.
Clicking on crates and such will give you it's contents when
there they contain something. However none of them ever opened.
This is both good and bad. It's unrealistic, which is bad
but from my experience in other games, watching containers
open and close is only funny in the beginning. After a while
it's becoming tedious.
I played only briefly and it was a beta of the demo if I
understood it correctly. The game looked nice and the time
I spend with it was to short to get a real feeling for it
of course, but if they managed to implement the character
and skill building properly and deliver a story that is as
compelling as it reads then it would really be a game to look
forward to.
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