![]() Technological teachings are split into eight schools, with seven degrees parsec. Learning magic means you'll have to deal with 16 colleges, with five spells in each. The game's interface is extremely deep, providing huge incentives and rewards regardless of which route you decide to go down. Success in either spell casting or technology is determined by how committed you are to a particular path. Regardless of which race you choose to be (human, dwarf, halfling, elf, half-elf, gnome or half-ogre), Arcanum will monitor your decisions with a balance meter. ![]() The crux of the game is deciding where your character stands on the whole magic versus technology debate. ![]() In other words it's cyberpunk for the 1800s. What we have in Arcanum: Of Steamworks And Magick Obscura (the game's catchy full title) is Jules Veme meets JRR Tolkien in a stylish potpourri of fantasy, technology, magic and machinery. Oh, it's all very AD&D indeed, except for one thing: among the spells and magic lurk industrial weapons and machines. There are magic items galore, subplots, and a multitude of skills such as gambling, healing and lock picking. Troika has veered off rather wildly from its usual post-apocalyptic synopsis and delved instead into the realms of pure fantasy, replete with gnomes, elves, ogres and halflings. Its first offering, Arcanum, is due out towards the end of this year, and yes - it's an isometric RPG - and yes - it does look very similar to the Fallouts, but since when did aesthetics tell the full story? After Fallout and Fallout 2, ambitious designers Tim Cain, Leonard Boyarsky and Jason Anderson quit Interplay to start up Troika Games.
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