Archive for October, 2010

ArcaniA: Gothic 4 – Review

ArcaniA: Gothic 4

ArcaniA: Gothic 4 -- Here you see the hero, fetching something.

ArcaniA?  More like Obviouso.

The best thing that can be said of ArcaniA: Gothic 4, the new RPG from developer Spellbound and publisher JoWooD, is that it makes a good first impression.  You are dropped into the prologue as an interesting character – a tortured king – in a unique setting – the cavernous tunnels of his own demon-infested mind.  You spend the first twenty minutes of the game learning the combat system, which is pretty good for an action RPG.  The blocking, rolling, and striking controls are responsive and permit for tactical and fun battles.  The graphics are crisp and detailed.  The monsters are frightening and move with lively and brutal grace.  The sounds of the cavern are subtle and ominous, a nice change from the rousing music that greets you at the title screen and menus.

But as soon as the prologue ends, so does the fun.

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Fallout New Vegas DLC to be Xbox 360 Exclusive

Fallout New Vegas

Fallout New Vegas's DLC will be Xbox-only, at least temporarily.

Bethesda announced today that downloadable content is already in the works for its eagerly awaited RPG, Fallout New Vegas (which releases in North America tomorrow for PC, Xbox 360, and PS3).  The DLC, which is planned for the holiday season, will be exclusive to the Xbox 360 version of the game.

Downloadable content, a staple of this generation, has sparked plenty of controversies, particularly in the RPG genre.  In fact, Bethesda was one of the pioneers in this area, offering perhaps the most reviled DLC of all time – Oblivion’s infamous horse armor.  BioWare antagonized Dragon Age fans earlier this year when it released the Wardens Keep DLC, which, in addition to a quest, provided a location in which players could store their loot.  Many fans complained that this DLC, without which the game requires frustrating inventory management, should have been included with the game.

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Ultima, The Bard’s Tale, and Might & Magic – Where are the Real Sequels?

Classic RPG boxes

Gone ... and soon forgotten?

When it comes to bleeding a franchise dry, no sector of the entertainment industry is as efficient and mercenary as the video game industry.  The moment a game enjoys even a modicum of success, it is guaranteed to spawn endless sequels, delivered annually if possible, until the interest of the last possible buyer has been exhausted.

Except classic western RPGs.

We can count on new Mario, Tomb Raider, and Call of Duty games.  These and other games will continue to receive sequels far into the future.  Meanwhile, most of the classic RPG series of the past have vanished, remembered only by gamers old enough to have played them on an Apple IIc or a 386.

There was a day when the shelves of my local Egghead Software proudly displayed big, colorful boxes, heavy with thick manuals and cloth maps.  The titles on these boxes – Wizardry, Ultima, Might & Magic – marked these games as new installments in storied RPG series that many (or at least, I) believed would continue for as long as gamers played RPGs on computers.

Obviously, I was wrong.

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Turn-Based Combat in Western RPGs – A Eulogy

SSI Gold Box Combat

Turn-based combat in SSI's "Gold Box" series of AD&D CRPGs.

In the early days of computer and console role-playing games, turn-based combat was the norm.  This was not a compromise imposed by technological constraints, as one might suspect.  Most early computer and console video games, influenced by the arcade, were twitch-based action games.  Including real-time combat in an RPG would have been no more difficult than including it in any other genre.  Early RPGs like Wizardry, Might & Magic, Ultima, and The Bard’s Tale adopted the turn-based combat mechanic by choice, because their designers took their cues from pen-and-paper RPGs like Dungeons & Dragons, which employed turns and dice rolls to simulate combat.  This design resulted in combat systems that challenged a player’s ability to build and develop characters, and to think tactically in battle, rather than relying on fast reflexes and gamepad (or, at the time, joystick) mastery.

Some of these games, like The Bard’s Tale, presented turn-based combat as a series of menu choices.  The player would consider the strength and number of the enemy, the hit points and supplies of his or her party, and then select (for example) to Attack, Defend, Cast Spell, or Flee.  Other RPGs, like Ultima 3 and SSI’s Gold Box series of AD&D games, presented combat on a separate battle screen, where the player and the computer took turns moving party members and enemies around a map like figurines in a tabletop war game.

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