The first thing to hit you upon starting ArcaniA (What's with the second capital "A", anyway? Did reality become like eXistenZ without me noticing?) are the beautiful and vibrant graphics. It seems to me that certain studios could learn a thing or two from Spellbound Studios, because this has got to be one of the more attractive games I've seen in a while. It looks pretty. There are some graphical issues like bushes disappearing when you get too close to them (yes, you did read that right), but the environments are pleasing to the eye and have a vibrant feel that you just don't get from the bleak or gritty atmosphere present in so many games.
For example, when I compare ArcaniA to the Dragon Age 2 shots that have been shown so far, I can't help but think that BioWare's next offering is going to feel a little bit drab. And this isn't even anything to do with the model detail or the texture quality, I'm talking simply about the colour palette. The worry I have is that DA2 is going to feel like the original Quake did: using a computer that can show millions of colours to show every single shade of brown. Now, I know that I'm being unfair to Dragon Age 2 because I'm going on the only area of which screenshots have been shown, and there's most likely more colour diversity in the game as a whole. However, from a marketing point of view, I must confess I really can't understand why potential players haven't been shown more interesting scenery. If I had to pick between the two based on visual impression only, I know who would be winner...
Wasteland versus lush island. Not exactly a fair comparison.
Once I'd stopped staring at the scenery, I went into the local village to talk to the people. The character animations and subtitles within conversations quickly left something to be desired, because they didn't entirely match the words being spoken. Yes, that's right, the subtitles and the actual lines being spoken aren't the same. I'm not sure if this was the cause for the poor lip-syncing of the characters, but it was a bit of a weakness. Or maybe I've just been spoiled by AAA titles to expect good lip sync, but characters giving a full bellied laugh with their mouth closed just didn't quite work for me. They also called me shepherd, because apparently that's my profession. If people are saying "Shepherd", then I'm going to hear "Shepard" and expecting my character to be an awesome space soldier. Sorry ArcaniA, but Commander Shepard trumps a nameless sheep herder.
However, one thing I thought was excellent about the dialogue system was the way that certain dialogue options were treated. If an option would pursue a quest and move the story forward, as opposed to being purely for investigation, the dialogue line was presented in green. This way a player will never accidentally pursue dialogue at the expense of asking more questions and finding out more information should they so desire, but also, it allows a player to ignore all "extraneous" dialogue choices if they choose. I imagine some RPG purists might argue against this mechanic, but I really think it's a excellent mechanism. Much like Mass Effect's dialogue wheel placing its "investigation" nodes on the left hand side of the wheel, it allows players to get as much or little information with simple yet elegant UI design. I'd actually like to be able to implement coloured text like this in Dragon Age: Origins for The Shattered War.
A little touch a colour is a definite touch of class
Then we reach the game's combat, and I really don't know what to make of it here. It seemed interesting enough to begin with, a simple click-to-swing system. There seemed to be a slight speed increase if I timed my clicks "right", but I couldn't be certain. You can also right click with a direction to roll out of the way of enemy attacks, which is generally what you want to do when the enemy starts to light up with a fancy particle effect letting you know they're about to do a "super-special big attack". The problem is that this effect gives you so much warning it's ridiculous. If you thought you got a bit of warning with the lightning bolt markers in Batman: Arkham Asylum, then you've got years to react in ArcaniA. You can easily get in a few extra hits and still have time to get out of the way. If you get injured it's probably because you decided to go for that one last extra hit before dodging.
Before the end of the demo you did get access to some spells, which could either slow enemies, set them on fire, or electrocute (stun) them. This really didn't help the combat much at all, because it quickly became a trivial process of: Stun enemy, smack enemy with weapon, repeat until enemy death. Groups make this slightly more difficult, but it was still a fairly straightforward process to dispatch enemies, simply time consuming. It also seemed to be giving you more powerful weapons and enemies than would seem reasonable for how early it was in the game, but rather than endearing me to the trappings of being a mighty warrior, it made me feel like "high-end" combat would be tedious rather than exciting.
Super Saiyan Telegraphing Attack
Overall, the demo for ArcaniA: Gothic IV piqued my interest in the game, but I'm unsure whether it is worth a purchase. Unsurprisingly, they don't give away a lot of plot in the game, but I did get to find out that I'm an orphan apparently with some kind of latent power. Classic RPG cliches like that don't fill me with much hope for a gripping main plot. I can see the combat getting repetitive very quickly, and if a large portion of the gameplay is dull and uninteresting, then that doesn't really bode well for the game itself. But I still feel like I have some interest in the game because it's trying to do something that requires more interaction for player combat, it's the fourth installment in a series I've never played, and I'm an RPG fan. That said, I suppose I still have The Witcher to go back to. Plus, do I really need another distraction keeping me away from modding?
For example, when I compare ArcaniA to the Dragon Age 2 shots that have been shown so far, I can't help but think that BioWare's next offering is going to feel a little bit drab. And this isn't even anything to do with the model detail or the texture quality, I'm talking simply about the colour palette. The worry I have is that DA2 is going to feel like the original Quake did: using a computer that can show millions of colours to show every single shade of brown. Now, I know that I'm being unfair to Dragon Age 2 because I'm going on the only area of which screenshots have been shown, and there's most likely more colour diversity in the game as a whole. However, from a marketing point of view, I must confess I really can't understand why potential players haven't been shown more interesting scenery. If I had to pick between the two based on visual impression only, I know who would be winner...
ReplyDeleteI agree.Dragon age 2 looks like hell compared to other games,even those from 2008.Carver,the brother having pop-out eyes,bad shoulder deformations,clipping,animation problems specifiably in the jaw and cheek area.
Camera that is doing everything to stop you from zooming,to save processing power.Bland environments,lack of vegetation."OMG I`ts a Wasteland".
Dialogue wheel that underlines that the console gamer is to stupid to comprehend,and the PC gamer has anyway lost his/hers eyesight and hearing from drooling over the monitor.
A rather frustrating trend,it`s either broken and never gets fixed,or it gets over hyped by paid reviewers,and mega marketing campaigns.
Arcania however,has horrible voice acting IMO,is simplified combat wise,and has path finding issues,not so many however but is reviewed,in a bit more negative light,than it deserves.
I would rather buy
ReplyDeleteGothic 1
Gothic 2 +Night of the Raven
Gothic 3 (skip it's addon Forsaken Gods, it's more bugged than any other installment of the series to the point of unplayable, story isn't so bad but a bit shallow)
and Risen
if I hadn't already before buying ArcaniA.
ArcaniA has 3 things going for it:
-Pretty graphics
-Relatively bug free compared to G1-3, about even with Risen in this area
-Combat is a bit better than the archaic approach in G1-3, Risen did a better job but still not even with ArcaniA
On all other points like dialogue, story, believability, world design, balance, linearity vs. open world-approach or characters it gets trashed by critics and Gothic-fans alike.
Spellbound (and more so their publisher Jowood) set out to cash in on the Gothic name, delivering a so watered down version of a game that even falls down beneath good Hack&Slay and good RPGs, not knowing what it wants to be and not doing either one right.
When World of Warcraft-quests are offering a more compelling story and more diverse tasks, your single-player RPG got some serious issues - it's all fetch quests or kill quests with no in-between or something creative, and even then there are not many of those side quests, getting lesser and lesser very quick as you progress the main story quest. Without spoiling anything: The main character's motivations are pulled off like a joke, as was this whole "you're-getting-married-surprise!"-plot in the beginning, Dragon Age managed that albeit not perfect but still a lot better. Let's just say the only thing that drives him is a single feeling (yeah, hard to guess...) throughout the whole story.
The crafting system is a joke, you can craft anything anywhere, not needing any fire place, frying pan, kettle, forge or loom for anything you create. The fun thing is there are such things implemented, like e.g. the forge but all it does is showing a loop of your character hammering away at a (sometimes non-existent, because you haven't gotten one yet) sword - but it doesn't bring up the crafting menu, because it's labelled as an optional role-playing element which you can turn off in your options *facepalm*.
The skill system is extremely shallow and as you found out, the electric stun is overpowered as hell - you only need one point in it for the whole game to make encounters somewhat trivial. There are no misc skills like persuasion, intimidation, charming, acrobatics, stealth, stealing (not possible at all to steal from NPCs), armor- or weapon smith, alchemy - if you got the required items your character knows how to put them together magically ("Look, no hands and no forge mom!").
Also you can learn everything "on-the-fly", there's no need for masters who teach you for gold in return (with sometimes only limited knowledge in what they can teach you, needing you to find teachers which are better in their profession later on).
Exploration is limited to the extreme, with invisible walls and knee-high fences blocking your path. Progression is often gated, a no-go for any game that calls itself Gothic. In other Gothics (and Risen) you were limited to where to go by monster strength - if you got beat up badly, you knew you shouldn't be in this part of the world yet and only come back here if you have gotten stronger.
In ArcaniA you open area after area depending on progress of the main story line – it's getting ridiculous when your "Orc guards door and wants booze before he opens it"-quest devolves into a 5-times-stacked-fetch quest series. There is also no backtracking at all, if you're done with the area, you're done - no one is ever going to send you back to a village you've already visited or the like. No new quests open up in previous areas when the story progresses.
Atmosphere, a strong point of Gothic games ever since is also devoid in this game it seems. People calling you to "Piss off, stranger!" even if they're from the same small fishing village as you are, where normally everyone knows everyone. Taverns in the middle of nowhere with two guys calling out the barmaid for more beer - with no barmaid seen anywhere (LOL). Or taverns with people called "Travelers" which do not talk about their travels at all with you and fob you off with bad one-liners instead. People are raving on about the war and starvation - yet you're seeing nothing of this so called war and 2 meters away from them roasted pork is hanging over the fire (you can spin it but not eat it LOL). Crafters are hammering away even if it's night... .
ReplyDeleteIn cities you can't enter half of the houses, there is even a big, unfinished city missing as a whole (DLC? Awesome!) which gets talked about briefly in-game.
You can't beat down or kill any NPC you want (a staple of the Gothic series ever since, with the exception of some invulnerable main story NPCs), you just whiff through them.
You can't steal from them.
You can rob their houses and chests without them getting angry (when in other Gothics or Risen just entering certain places would prompt them to draw their weapon and threaten you or if you're stealing something from them while they were looking they would come and try to beat you up).
You can run around with a drawn sword like a maniac and nobody will say anything or draw their own weapon and prompting you to sheathe it.
NPCs won't react to monsters you brought near them at all - not even the guards! You can train a bunch of them in a city or village and they will either beat you up with not one character standing next to you flinching or they will lose aggro and part ways peacefully and go back to their camp with no NPC giving a shit.
That's just some of the areas Gothic fans are in for a major disappointment - which wouldn't be so bad if the game could hold up to minimal RPG-standards, but it does not.
Oh, and don't let the Amazon.com description fool you, it's as outdated as the game's English website.
-DAY NIGHT / WEATHER CYCLE
A unique environment model with dynamic and controllable weather system and day night cycle
Haha, no. The weather isn't controllable at all by magic or the like.
LAYERED ARMOR AND CRAFTING SYSTEM
Allows the player to design and forge the equipment they use in game.
Untrue.
MOUNTS ABILITIES
Not just your average beasts of burden, the mounts in Arcania provide different advantages to the various gameplay mechanics.
No mounts in the game at all.
NPC LIFE CYCLE AND ADAPTIVE AI
Time of day, season and the day of year all impact NPC routines and reactions, creating a world that is dynamic and realistic.
No impact on NPC routines at all, there aren't even seasons in the game or year cycles for that matter.
COMBAT SYSTEM WITH SPECIAL MOVES AND LEVELING
The intuitive system offers a gradual learning curve that evolves into a complex multi opponent model that strives to break free from the button mashing system in other games!
It's a button-masher par excellence.
FIRST FULL CUSTOMIZABLE GAME
The player can adjust look, interface and controls!
You can switch off some helpers like quest markers, hp bars, compass and so on, but that's far from calling it "fully customizable".
I've since read about the previous Gothic games being somewhat buggy, which is more than a small turnoff for me. I don't like having my game broken due to bad programming or regular crashes. I'd be most interested in Risen, but as I complained previously, I can't play because it's been banned in Australia due to our outdated classification system.
ReplyDeleteIt sounds like ArcaniA isn't that great a title, though obviously you're a fan of the first and don't feel that it's lived up to the name of the series as a whole. For entirely new players without those expectations, it might not fall quite as short as it has done for you.
Unfortunately inaccurate marketing isn't surprising nor particularly uncommon. The non-reaction to player actions is somewhat lacklustre in terms of the believability of the world. I wouldn't class no backtracking as a bad thing... I don't like traipsing over old ground repeatedly, but it can potentially work if done right. It's just that it's rarely done right.
All that said, I imagine I might be waiting a while before giving the full game of ArcaniA a shot.