Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

CRPGAddict

Unwanted

The Nameless Pun

Unwanted
Joined
Aug 29, 2015
Messages
224
Maybe people would like combat more if CRPG developers didn't suck so bad at it.
True, it's amazing how many bad combat systems there are in CRPGs.
Makes me appreciate the abstract combat in turn based blobbers all the more.
I do notice a lot of RPG devs, old and new, are in complete love with their combat systems if you consider how often you're subjected to it, for worse or for worse (I never think "for better")

Like, I think of The Magic Candle, which is one of my favourite RPGs and what I like about it - the discovery of facts and using what you learn to power yourself on your quest, like finding the locations of trainers and spellbook makers, learning Dwarven so you can read the signs in certain dungeons. The resource management aspect where you're fighting against a time limit... etc.

Then I think about how many stupid Orcs you have to rip through on the overworld just to get to places... thank god for Teleport spells

It just occured to me that the Addict has a rather high tolerance, if not fondness, to trash combats and grinding, so that might be the reason he liked DoS so much.
Hmm, I don't think he was that much of a Bard's Tale fan.
I can't find the Magic candle on gog lol, good old games my ass. Where can I find it? I'd reqlly like to try it out.
 

Sceptic

Arcane
Patron
Joined
Mar 2, 2010
Messages
10,872
Divinity: Original Sin
We have a great LP of Disciples of Steel on the 'dex (made by one of our most prestigious semi-lurkers), someone should point Addict to it after he finishes the game.

It's a great underrated gem, shame it never got the recognition it deserves.
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,226
Location
Bjørgvin
True, it's amazing how many bad combat systems there are in CRPGs.
Makes me appreciate the abstract combat in turn based blobbers all the more.

Also, you probably appreciate the game since your character just got betrothed on the addict's website to a girl with unique wardrobe choices:

steel_562.png

Why can I never meet some nice, normal girls I can present to my mother?
 

Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
Enemies almost don't use skills at all, but anyway some (handcrafted or random) encounters are good, due to different enemies with different HPs/dodge/armor values.
I still remember how I tried to kill some giant rats after starting game and was completely floored by vicious and tough rodents. :lol:

As I found later, weakest monster is giant bats, not rats.
 

Ladonna

Arcane
Joined
Aug 27, 2006
Messages
10,823
Fate! One of my favourite games. I almost sent my Amiga over the edge playing this game.

I find it amusing that a word started on this site years ago 'blobber', is now being used by other people not connected to this site. Somehow the addict picked up the word, and now it will spread ever further...the cultural power of the Codex is surely a modern wonder.

I am surprised no mention of Lithuanian hitmen has been seen.
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,226
Location
Bjørgvin
Fate! One of my favourite games. I almost sent my Amiga over the edge playing this game.

I find it amusing that a word started on this site years ago 'blobber', is now being used by other people not connected to this site. Somehow the addict picked up the word, and now it will spread ever further...the cultural power of the Codex is surely a modern wonder.

But Urban Dictionary hasn't caught up yet.
 

Grauken

Gourd vibes only
Patron
Joined
Mar 22, 2013
Messages
12,803
replaying Wiz 6 again and on a whim re-read CRPG addict's views on it

not sure why I wanted a refresher to see how retarded he could be :negative:
 

TigerKnee

Arcane
Joined
Feb 24, 2012
Messages
1,920
not sure why I wanted a refresher to see how retarded he could be :negative:

Look man, don't be a super virgin nerd, that isn't very inclusive. Those African women and fairies have to be covered up as, it's just cultural right.
 

Grauken

Gourd vibes only
Patron
Joined
Mar 22, 2013
Messages
12,803
True, I should pay more heed to modern social paradigms and be all correct and stuff, can't always be stuck in the muck, but it's so hard to be a SJW, feels like my brain is hemorrhaging and I don't even know why


(anyway, I think CRPG addict's real problem is that deep down he's just a common pervert and seeing that sleazy picture of Bradley in the guidebook hit too close to home)
 

abnaxus

Arcane
Patron
Joined
Dec 31, 2010
Messages
10,850
Location
Fiernes
The Best RPG of 2017: Downfall

Occasionally, writing part-time about CRPGs has its benefits. Developers frequently write to me asking if I'd like to take a look and comment on their RPGs in development. I usually say no to such requests--I don't generally have the time--but this one sounded so good from the one-paragraph description that developer Henry Lancaster sent me, I decided to give it a try. Even though it isn't finished, it's one of the best RPGs I've ever played. Henry's company is currently shopping for a publisher, but they have a lot of interest and the game will probably have a 2017 release.

I couldn't get permission to show any screenshots, but I did get permission to offer the first preliminary review on the Internet. I can guarantee that I'm going to plan a week off for this game's release date.

This is my preliminary review of Downfall: End of an Empire by Lancaster Media.

******

Xaoje: empire of despair. Five hundred years after Xanmaran, the God-Emperor, conquered and unified the 17 kingdoms, most people live without hope. The Precept of Maran teaches that mortal life is meant solely to strengthen souls for the Great War in the afterlife, and to this end, the church enforces a strict caste system, brutal working hours and conditions, and crippling taxation. Many would oppose--even overthrow--the corrupt and merciless Empire, but how does one resist an enemy who can read minds?

Many people have reason to revolt: a child of wealth, disgusted by her family's abuses of its position; a dock laborer whose family was slaughtered by the ruthless Zaüd Seekers; a city guard, haunted by the orders he has carried out; the last survivor of an older religion destroyed by the Maranians. But only one will--through design or luck--come into possession of a vessel containing the soul of Nakata, an assassin of an ancient order. Not strong enough to possess the character, Nakata can only impart some of her will and power. Finding they have common goals, the player and Nakata join minds, skills, and resources to bring about Downfall.

Downfall: End of an Empire takes place in a large city--the capital of the Maranian Empire--and its surrounding environs. The player takes on two roles: the origin character (drawn from one of the scenarios above) and the character he or she becomes when he or she puts on Nakata's cape and cowl and takes to the streets in disguise. The player can choose any name from the origin character but chooses from one of seven names for the assassin; this allows the in-game dialogue to refer to the character by name while still preserving some sense of freedom in character creation.

Although standard weapon-based combat is possible, the game stresses assassination and stealth as its primary mechanic. After the origin story, background, and possession by Nakata, the game becomes completely open. The player must topple the empire by assassinating (or otherwise eliminating) its leaders and functionaries, from the lowliest tax collector to the Emperor himself, but it's completely up to the player to determine who those people are, and in what order to target them. Through research, scouting, reading, listening, NPC dialogue, and other means of acquiring knowledge, he learns who controls what in the Empire and develops his own plan for working his way to the top. The story changes dynamically and plays out very differently depending on the order of execution.

The key is that every assassination produces a reaction. An individual guard may simply be replaced, although the Empire has a limited pool to work from. A mid-level bureaucrat might be succeeded by a more cruel and efficient one--though if the player assassinates several holders of the same office in a row, the Empire may have to leave it unfilled. Eliminate the captain of the guards, and the resulting confusion on the streets may give you a few nights of breathing room--or it might lead to a squad of Zaüd Seekers scouring the poor quarters and killing indiscriminately.

Like any good RPG, the main mission isn't the entire plot. The player needs funds, resources, allies, and practice, and to that end, he or she can take quests from a variety of factions with compatible goals, including a feeble but growing Rebellion, agents from the neighboring Ulanic Republic, the Great Houses, the Merchants' Guild, and the Custodial Confederacy--a secret alliance of mid-level bureaucrats who resent the power of the Zaüd Seekers. As the character gains influence within these factions, he can send them on various economic and military missions, not unlike Dragon Age: Inquisition's "war table," but based on game time rather than real time, and with consequences for specific NPCs the player might care about, rather than just abstract results.

In tone, the environment is similar to George Orwell's 1984 or Brandon Sanderson's Mistborn, with a palpable sense of oppressive despair that comes from an immortal ruler who keeps a populace under constant surveillance. In mechanics, the game merges some of the best titles of the recent decade. Think of open-world first-person exploration and inventory similar to Skyrim, an origin story similar to Dragon Age: Origins, NPC dialogue and relationships similar to most Bioware titles, and a stealth and combat mechanic reminiscent of Dishonored.

The half a dozen sectors (including an underground) that make up the capital aren't large, but they're dense. Imagine a city the size of the Imperial City in Oblivion but with as many enter-able structures as the entire game. You find yourself revisiting the same areas frequently, but it's not boring the way it is in, say, Dragon Age II, because you get to experience the visible and audible changes that your efforts have wrought.

As the player is successful in objectives, he or she gains experience, which can be spent directly on skills and abilities. Although a composite character is possible, the game encourages the player to specialize in one or two of five "paths":

  • The Path of Blades stresses traditional weapon-based combat, including melee weapons, archery, and defense.
  • The Path of Traps has a number of skills that allow the player to set both simple and complex traps for the chosen targets after studying their routines and movement paths.
  • The Path of Poison allows the player to specialize in alchemical skills, including poisons of direct and indirect effect. Pour a toxin in the target's drink, dust some powder on his front door knob, frenzy an innocent guard into attacking him for you, or frenzy the target into attacking an innocent--and leading him to be cut down by bewildered guards.
  • The Path of Guile is about speechcraft and persuasion. Get unsuspecting allies of your target to spill secrets and convince others into doing your dirty work. Eliminate targets by planting evidence that gets them fired, arrested, or executed rather than drawing suspicion to you.
  • The Path of Sorcery is about recovering Kata's memories of the arcane arts in the ancient kingdoms. Magic is not flashy and destructive in Downfall; there are no fireballs or meteor swarms. Instead, magic imparts subtle but effective bonuses to the actions taken in the other paths, such as improved weapon skill, more dangerous traps, more deadly poison, and more persuasive cajoling. Different arcane talents can cause distractions, weaken staircases, and even read minds (why should the Zaüd Seekers have all the fun)?

Common to all paths are skills necessary to stay alive and hidden, such as pocketpicking, sneaking, and lockpicking, all of which are handled with controls that blend character attributes with player skill. In between missions, the player can burglarize homes and businesses for equipment and gold. Thefts from the Empire itself, of course, count against its resources and further the player's goals.


The game is not organized into "missions" but rather "nights." Each night, the player has a fixed amount of time to accomplish whatever objectives he or she has set. The next day, the Empire reacts to what he or she has accomplished. That reaction might help set the plans for the next night.

Surviving a night can be difficult. The game bucks the typical RPG by providing few ways to quickly heal. There are no healing spells, and healing balms, salves, splints, and bandages don't work instantly. The character has a health meter, and individual parts of the body can be wounded or broken, with consequences such as slowed movement and reduced visibility. These wounds heal slowly on their own--faster than in real life, of course, but extremely slowly in typical game time--and it's easily possible to bungle an objective early in the evening and have to cut the night short, or do something with limited risk for the rest of the night. Players are encouraged to role-play injuries and other misfortunes rather than simply reloading. Since the player can only save in between nights, reloading isn't as useful as in other games anyway.

Fortunately, there's plenty to do that doesn't involve combat, as the player must use stealth, eavesdropping, burglary, and dialogue to uncover the Empire's secrets. And there are plenty of those. As the game goes on, the player learns that not all is as it seems in the Empire; new facts and perspectives call the very backstory into question. A player who doesn't care about this kind of thing can ignore it, but if you're the type of player willing to commit 4 hours to a burglary mission just to get your hands on a scroll filling in a bit more of Xanmaran's secret biography, this is the game for you.

While creeping about at night, the player also has to keep up his primary guise. The Seekers are constantly trying to identify the mysterious assassin, probing the minds of anyone who might know anything, and a "Discovery" meter keeps tabs on how close they're coming to fingering the player. Remember: the Empire operates by a strict caste system by which everyone has a job and a place. If the nobleman's child is absent too long from the home and fails to meet social obligations, if the guard stops reporting for guard duty, and so forth, people around him or her start to get suspicious, and it's only a matter of time before the Seekers read that suspicion. Other actions, like getting spotted by guards or Seekers during missions, also serve to increase the "Discovery" bar, while taking a break for a few nights, taking off the cloak and cowl, and checking in to "home base" will cause the "Discovery" bar to drop. Checking into home base also serves as a mechanism for advancing an origin-specific plot and series of quests in which the player will have to make difficult role-playing decisions if he or she wants to maintain the disguise.

The endgame is triggered when the "Discovery" bar reaches the maximum and the identity of the character is revealed to the Empire and everyone else. The player can force this outcome relatively early in the game (by, for example, openly attacking a group of Zaud Seekers); otherwise, a few plot paths will make it inevitable. The nature and difficulty of the final missions, as well as what kind of city arises from the ashes, are dependent entirely on what the player accomplished during the game--number and type of assassinations, number of resources drained from the Empire, and allies made in other factions. When the cry goes up that the assassin is going for the Emperor himself, who will be in front of him, and who will be behind him?

****

Now that you've read all that, I hope you're as excited for Downfall as I am. Unfortunately, I lied above. There is no Henry Lancaster, and the game is not in development. It exists solely as described on this page. This was the result of a challenge from Irene to conceptualize the type of RPG that I would most like to play. I made up the proper names on the fly in seconds; they could be improved.

Did you like it? Someone go and make it.
:updatedmytxt:
 

TigerKnee

Arcane
Joined
Feb 24, 2012
Messages
1,920
Someone should make that game and then make all the women in it expose their breasts (because it's part of their culture and they have no taboos against nudity)

Then we watch the fireworks
 

Durian Eater

Learned
Joined
Nov 8, 2014
Messages
75
I'd take a look, but he told me to stop reading his site back in November.

http://crpgaddict.blogspot.com/2016/11/hillary-clinton-for-president.html

In case anyone doesn't want to scroll through the entirety of that increasingly hysterical screed:

You are hurting America, hurting the world, hurting me, and thus don't deserve to benefit from a free favor that I'm doing you. I'd help you out of a burning car, but I don't want you sharing this personal part of my life, this personal journey with me. Obviously, there is nothing that I can do to keep you away, but if you support Trump, you are not welcome here. You are not welcome to the fruits of my labor.
 
Last edited:

Gunnar

Arbiter
Joined
Jul 10, 2016
Messages
819
I'd take a look, but he told me to stop reading his site back in November.

http://crpgaddict.blogspot.com/2016/11/hillary-clinton-for-president.html

In case anyone doesn't want to scroll through the entirety of that increasingly hysterical screed:

You are hurting America, hurting the world, hurting me, and thus don't deserve to benefit from a free favor that I'm doing you. I'd help you out of a burning car, but I don't want you sharing this personal part of my life, this personal journey with me. Obviously, there is nothing that I can do to keep you away, but if you support Trump, you are not welcome here. You are not welcome to the fruits of my labor.

This is fucking hilarious, if you enjoy liberal tears you should read the whole thing. He's complaining that Trump is going to ruin his livelihood which he admits consists of sitting around collecting taxpayer money. I went looking for a followup post where he's on suicide watch from Trump winning but sadly he didn't post one.
 
Joined
Mar 28, 2014
Messages
4,198
RPG Wokedex Strap Yourselves In
I understand disliking Trump but acting as if this blog is some great benefit to the human race is a bit too much. The part of about Wizardry's predecessors on Plato 2 was very educational, but I think I've given up after reading another review of some barely playable, obscure 80's "RPG".
 

Siveon

Bot
Joined
Jul 13, 2013
Messages
4,509
Shadorwun: Hong Kong
The CRPG Addict said:
We often moan about how capitalism overtakes quality in art, but sometimes I wish the best developers would show a bit more avarice. Take Bethesda. Now, I realize that The Chosen Elite of RPG players have passed down from on high the declaration that Skyrim "sucks," but as I shall never be cool enough to breathe their rarefied air anyway, I don't mind admitting that I rather enjoyed it. I certainly put more hours into it between 2011 and 2016 than any game I played for this blog.

It's been over 6 years since Skyrim and it will probably be another 3, at least, before we hear word of The Elder Scrolls VI: Akavir. I've read article after article saying that Bethesda doesn't want to rush development; that they want to make sure they can use the latest technology to get it right. I'm sure that between the engine and the content, it will take thousands of hours and cost a billion dollars, and I admire them for it, but here's the thing: if they'd spent the last five years releasing half-assed titles re-using the Skyrim engine, I would have bought and played them happily. A new story set in Cyrodiil with no spoken dialogue and re-used assets from Oblivion? Shut up and take my money. An interim Fallout title set in Death Valley where the only environmental graphics are sand? I'll pre-order it today. Last year, when the Skyrim "special edition" came out, upgrading the least important parts of an RPG, I looked for any excuse to buy and play it. All they would have had to say is, "We changed a few lines of dialogue here and there and added a couple extra steps to a few side quests" and I would have bought it on the first day. "We changed it so you can kill Jaree-Ra" might have been enough.

In short, if I really enjoy the interface and mechanics of a game, I have no problem with the developer re-using it for some new content--as long as the content is good. As in, re-using the Gold Box engine to tell an original but compelling story in the Dragonlance universe, not re-using the Ultima VI engine to tell goofy stories that don't make any sense in conjunction with the rest of Ultima canon, or even reality. More developers need to be like Ubisoft: churn out Assassin's Creed: Brotherhood and Assassin's Creed: Revelations while we're waiting for Assassin's Creed III. Be as shameless as Sir-Tech, with five Wizardry games using the same engine, or SSI, with like 15 games using the Gold Box engine, not like Rockstar, with 7 years between Red Dead titles.

Off to a great start. I get his point but damn his examples give me mixed feelings.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom