|
Site Navigation Main News Forums
Games Games Database Top 100 Release List Support Files
Features Reviews Previews Interviews Editorials Diaries Misc
Download Gallery Music Screenshots Videos
Miscellaneous Staff Members Privacy Statement
|
|
Arx Fatalis Hands-On Preview
an in-depth look by Garrett,
2001-07-01
It is amazing, how quickly time flies! Almost ten
years have passed since the then famous company Origin presented the first facts
and screens of their new & ground breaking project called Ultima Underworld.
The Stygian Abyss was the first game to feature a real 360° 3D
environment, no more right-angles, real up- & downstairs, realistic game
physics, 3D puzzles and a great story.
One year later, in 1993, it was followed by its sequel Labyrinth of Worlds,
an equally great successor. But that was about it - the gaming world has been
waiting for a real Ultima Underworld III ever since, and even though a
game by that name is very unlikely to ever happen, this fall will see the
release of a game that really would deserve that name: Arx Fatalis is on
its way…
While the developers of Arkane Studios are based in France, I am lucky enough to
live in Munich, not only the home town of Europe's best soccer team and the
Oktoberfest, but also the place of business of Fishtank, the publisher of Arx
Fatalis.
Ulla
Wenderoth, Fishtank's lovely PR manager, agreed to my visit and producer Friis
Tappert took the whole afternoon to show me the latest built of the game.
PR Manager Ulla Wenderoth & Arx Fatalis Producer Friis Tappert get along
quite well…
Friis
first told me about the background story of Arx, which takes place in an
underground cavern of a planet, on which the outer world is not habitable any
more, after its sun has vanished…
I asked Friis, whether he likes the fact, that Arx Fatalis is commonly being
rated as an unofficial Underworld sequel, and he agreed: "That's ok - I very
much liked to play the Underworld games and we are going for that aim!".
Where it all happens
Underneath
the daylight, several colonies have formed. Arx Fatalis features eight
levels, including a goblin world, a troll colony, a town inhabited by humans,
areas with snakewomen, undead, even dragons and the secret cult of Akbaar. Each
place has its own characterstics, for example, the human colony offers very
civilized surroundings, including shops and taverns.
There
will be no prerendered movies in the game; every sequence is presented in the
game engine; that of course goes for the introduction sequence as well, in which
we can see a high priest being assassinated by a rat-like rogue.
"By
using the game engine for sequences, the player will stay immerged in the world,
while prerendered movies will tear him out, and that is something we don't
want to happen!"
The
only exceptions are flashback-sequences, which tell of the time, when people
were still living on the outer world; those are presented by large scrolling
wallpapers, which for example show the story of the war and the disapperaing of
the sun, similar to the Tapestry of Ages in Ultima.
Producer Friis Tappert enjoying Arx Fatalis…
So
you start off imprisoned in the goblin area, which you have to escape…you're
barely wearing clothes and have no memory what happened; and your first weapon
may most probably be no better than a bone!
Interaction
When
it comes to comparing a game to any Ultima game, you inevitably have to rate the
degree of interactivity with the gaming world. Arx Fatalis bears up against this
comparison:
You
can bake a cake or bread, poison a guard by either poisoning his water pool or
the cake you are baking. Or when you take out the meat of a just killed chicken,
you can't eat it, unless you roast it over a fire. By eating or sleeping (the
good old sleeping rolebag has been reactivated!) you will regenerate hit points;
you also can find herbs to make your own healing or other potions. You can't
steal from a chest, when guards are about to watch you, but you can, when they
don't (of course you can do it at any time, but then have to bear with the
consequences!). Furthermore, any harm done to one member of a community will
make the rest of its members to your enemy, which directly leads us to:
Combat
Well,
as Friis stated, you could win the whole game by just killing everyone
everywhere; that is of course, if you are strong enough and are not killed first
- so this is not the recommended way to solve Arx Fatalis. Anyway,
there'll still be enough encounters, but at the beginning, you'll only fight
rats, spiders and goblins. Combat takes place in real-time and of course you can
see the equipped weapon, both on the paper doll (see below) and in your hand in
the main graphics window, slashing over your opponent.
There'll also be ranged weapons, like bows or crossbows; alternately, you can
damage your opponents by simply throwing items on him!
Magic
Next
to combat, the magic system of an RPG is always a very interesting aspect.
A lot has been written about the magic system of Arx Fatalis, which is
based on runes, similar to the Ultima series.
For example, there is a rune for Create, called Aam and one Fire,
called Yok, so when you are combining these two, you can ignite a torch,
for example, or set something else on fire, while combining Create, Fire
and Missile (called Taar) results in a fireball.
But that's about all, Arx Fatalis' magic system has in common with
the Ultima Underworld magic system, because you don't have to just click the
runes in the proper sequence, but have to paint them on the screen to invoke a
spell.
Once you find a rune, it is added to your spell book, as well as known spell
receipts of the known 10 circles. So by going to the spell book, you can't
cast, but just look up the formula for a spell, before switching to the spell
casting mode (accomplished by holding down the CTRL key in this alpha version).
And then you paint the first rune of the spell by holding down the left mouse
button and moving the mouse. Once the program recognizes a rune, a voice says
its name and you can paint the next rune. If the rune is not recognized, you
simply repaint it, as long as you hold down the CTRL key, the previous
recognized rune(s) are stored, but if you release the CTRL key, you have to
start all over again.
Friis is just painting a rune, note he's holding down CTRL while moving
the mouse!
You
also can cast spells you don't even know yet, just by experimenting with
different runes, but you will also find spell descriptions of course. In
addition, some spells are neither described in the manual nor can they be found
in the gaming world, so you might want to experiment around. However, you have
to own a rune to be able to cast with it; if you paint a rune you don't have
yet, the voice says, that the rune is correct, but you cannot use it unless you
own it.
Another nice aspect is, that the spell effects depend on your level; for example,
the result of the Summon Creature spell can vary from a harmless chicken
up to a mighty demon, which can be of valuable aid in combat.
Speaking
of which: Since combat takes place in real time, I wondered how you can paint
these runes while you have to fight and maybe even walk around. Friis told me,
that you can pre-cast several spells and put them on hotkeys, so you can use
them instantly while fighting. Of course, you can still cast other spells during
combat, as long as your mana lasts or the enemy hasn't killed you yet.
Overall,
the magic system looks very interesting, but requires a bit of getting
used to it. The rune-painting-recognition system works pretty well and I
remember, that after playing Underworld or Ultima, I knew every rune and many
spells by heart - so I believe, there shouldn't be a problem here!
Interface pt1: The Inventory
Next
to the hitpoints, mana and a book (see below: The Journal) also a belt is
displayed on the screen, which, when clicked, opens your backpack inventory. You
can add objects by drag-dropping them into the inventory (or more quickly into
the belt-symbol). You also can use objects directly by right clicking them. A
dead NPC's inventory opens in the same screen as well, and you can easily
transfer its belongings in the same manner as from the gaming world.
From
the inventory, you can equip weapons, armor or artifacts, which will then
disappear from the inventory and are visible on the 3D-Paper-Doll, which shows
every piece of equipment you are wearing.
Interface pt2: The Journal
As
mentioned above, there's another symbol on the screen: A book, which holds 4
entries: The status screen, with your hero's statistics and the above
mentionend paper-doll, then we have the spell book (see above: Magic), the
journal itself and the automap!
The
journal keeps track of conversations and quests, while the zoomable automap
shows every path you walked upon, similar to the Underworld automap system. Of
course, you can take your own notes on the automap!
Conclusion
"Damn!
I have to go already?" were my thoughts when I had to leave Fishtank's
office, and still today, I would like to try out some things I didn't think of
during my visit! While the version I've seen was quite stable already, it
still lacked a lot of features, but what I have seen so far is really excellent,
and I am very confident, that Arx Fatalis will indeed become a worthy
successor to the Underworld games! Producer Friss Tappert is very much dedicated
to the project, as are the developers themselves!
The
release date is set to October 2001 for Europe and November for the rest of the
world and a dedicated site for Arx Fatalis will go up in about 4 weeks.
Oh,
and there's another similarity to the Ultima games: The cover art will be done
by Denis Loubet, who was the senior
artist for some of the Ultima games and did the covers for those as well.
Stay tuned on RPGDot for more exclusive Arx Fatalis coverage in
the future!
|
|