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Tuesday, November 16, 2010

Arcanum: of Steamworks & Magick Obscura

Product Details
Arcanum: of Steamworks & Magick Obscura

Arcanum: of Steamworks & Magick Obscura
From Vivendi Universal

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Product Description

Arcanum is the first game to come from the development house Troika Games, LLC, started by former Fallout team members Tim Cain, Leonard Boyarsky, and Jason Anderson. This team takes the depth of gameplay and world-building in role-playing games to entirely new levels of realism and excitement. Arcanum creates a compelling new world where magic and technology coexist in an uneasy balance. As Arcanum opens, the mechanical age has only recently arrived in this ancient land where Humans, Elves, Dwarves, Orcs and other races have learned to survive in the new sprawling industrialized cities. But this radical shift from magic to technology has created a potentially explosive situation. As the townspeople and other thinkers begin mass production of light bulbs, batteries, eyeglasses and guns, the Mages grow leery. This tightly wound setting is the starting point from which the character must set out on his quest. Classless, point-based attribute system allows for limitless creativity in guiding your character's development. Complex stat system underlies every event taking place within Arcanum

Product Details

  • Amazon Sales Rank: #3905 in Video Games
  • Brand: Vivendi Universal
  • Model: 71047
  • Released on: 2001-08-22
  • ESRB Rating: Mature
  • Platforms: Windows 98, Windows Me, Windows 95
  • Format: CD-ROM

Features

  • Automatic character management features let you delve into the quest at hand for action-oriented players.
  • Explore a huge game environment, with dozens of cities, dungeons, and towns to find.
  • Meet more than 300 unique characters and 280 different monster types across the land of Arcanum.
  • Multiple paths to victory abound in the scores of quests surrounding the main storyline.
  • Accurate day/night cycles affect the gameplay, from combat to thieving skills.

Editorial Reviews

Amazon.com Review Most role-playing games are set in a fantasy world, and if they're not directly related to Dungeons & Dragons, they at least follow the blueprint of the D&D rules. Not so with Arcanum. Set in the world of steampunk--a genre of fiction that puts forth the idea that computers and other advanced technology existed back in the late 1800s--Arcanum's world is fantastic and instantly recognizable at the same time. The game begins with the crash of the L.F.S. Zephyr, which you were aboard. Things go from bad to worse as assassins try to kill you. Meanwhile, you struggle to understand why people think you are the reincarnation of "The Living One." Developed by Troika Games--which is staffed by many of the people who created the excellent Fallout games--Arcanum takes the conventions of the RPG genre and turns them on their head. Instead of binding players to a specific character class, such as Paladin or Barbarian, Arcanum lets you create a completely unique character. Experience points can be distributed in any area, so you can create a character that's a thief, magic user, and gunslinger all in one. In addition, you can specialize in either magic or technology, which will impact how the other characters in the game deal with you. The world of Arcanum is simply massive, and the story is extremely detailed. The main plot will provide you with 30 to 40 hours of gameplay, and the side quests will add another 10 to 20 hours to that figure. The quests run the gambit from fetching items to finding a cure for lycanthropy, and they're all well designed. Arcanum is viewed from a third-person isometric view--similar to Diablo II and Baldur's Gate II--and the graphics easily compare with any other RPG on the market. The characters are modeled nicely, and the backgrounds and structures are very detailed and really add substance to the game. Unfortunately, even on a high-end system such as an Athlon 1.33 GHz, the game suffers from long loading times, and will occasionally slow down during combat. Those minor problems aside, Arcanum is a sensational game. The open-ended nature of the character-creation system guarantees replayability, and the setting and story will offer relief for anyone tired of Diablo II's dungeon crawls. --Kilmic Robbins Pros:
  • Great story
  • Numerous quests
  • Ability to completely customize character
Cons:
  • Long loading times
  • Interface can be overwhelming at times
Amazon.com Product Description Imagine a place of wonder, where magic and technology hold equal sway, and an adventurer might just as easily wield a flintlock pistol as a flaming sword. A place where great industrial cities house castle keeps and factories, and home to dwarves, humans, orcs, and elves alike. A place of ancient ruins and steam works, of magic and machines, of sorcery and science. Welcome to the land of Arcanum. DailyRadar Review Arcanum's subtitle, Steamworks and Magick Obscura, sums up what is probably the most distinctive feature in Troika's forthcoming RPG title: the rabid antagonism between technology and magic. In a world securely based on high magic and low technology -- a fantasyland occupied by elves, dwarves, humans, orcs, and ogres -- the last 75 years has abruptly seen understanding of the principles of science escalate to roughly mid-19th century level. Such a development would throw any culture into turmoil. But Arcanum's universe is further challenged because these two methods of relating to the world are mutually exclusive. The more an inhabitant knows of magic, the less they're able to use a technology-based item effectively -- and the less it affects them, in turn. This works the other way around as well. Those who completely master the sciences won't get zapped by wands, but, by the same token, they'll discover that high-level mages laugh at the threat posed by a gun. This magic/technology dichotomy divides Arcanum as forcefully as religion split England under Charles I. No rapprochement is possible. Many villages and cities try to show a conciliatory face to the world, but they're only masks, hiding tensions that seethe beneath the surface between individuals and among groups. Arcanum isn't a postapocalyptic world, like Fallout, but one lurching toward disaster. All this you will discover firsthand, as your character crash-lands on a zeppelin (it was attacked by orcs in WWI-style planes) and alone, of all the crew and passengers, survives unscathed. In typical RPG fashion, you'll have many immediate opportunities to take on quests. Unlike the Fallout games, however, your quests will often deal with the ramifications of cultural disintegration. Some of these are on a purely personal level, like the request of a village alchemist who wants you to sabotage the local sheriff's steam engine out of spite and a lost sense of personal prestige. Others have more to do with powerful groups wishing to take advantage of the present malaise and change the social order to favor themselves. Your Arcanum character starts weak but has enormous potential. You can gain up to 50 levels in the game, investing character points on the technology and/or spell side of the equation. There are seven possible technological disciplines (Chemistry, Electrical, etc) that can each be increased seven times, from Novice to Doctor. It's the combination of expertise in various disciplines that lets a character read schematics that are found, purchased or gifted (after completing a quest) during the game. Once you've acquired the components described on the schematic, you can proceed to create some pretty nifty items -- like an Elephant Gun, or a Mind Marvel that boosts brain functions. (Can you say Jules Verne?) Spellcasters aren't neglected either. They have a choice of 16 spell categories, called "colleges." Each college provides five spells that must be studied in a specific order. Multiple spells can be held in effect at the same time, though all spells cause fatigue in the caster -- unless, of course, you're using magical artifacts that supply their own spell charges. Note that Arcanum, again like the Fallout games, encourages character choices based on attributes, rather than profession. An intelligent main character receives more dialog options, and charismatic souls will provoke favorable responses in those they meet. You can't create a mage or fighter, but you can design a hero (or villain, since you can play successfully either way) who concentrates over time on learning a specific skill set. An entirely separate area of character development (neutral, from a magic vs. technology standpoint) is that of generic skills. There are 16 skills that include subcategories of fighting, thieving and the all-inclusive other (healing, haggle, persuasion, etc). You don't put character points into advancing these skills, but seek out, Might & Magic fashion, a trainer who can improve a specific skill to the Apprentice, Expert or Master level. At lower levels, these trainers can be found in standard cities, but to find the best training, you have to search far and wide, pay potentially exorbitant prices and engage in major quests. Rumor has it that you may even be required to kill an opposing trainer in some cases, thus preventing you from acquiring all skills at their highest level. You'll be able to pick up a variety of followers in Arcanum. Some will join you willingly; others will come along only because they're required to do so, as a result, perhaps, of a quest. Each follower has a personal agenda too. I've had several that backed out of specific fights because they didn't like my reason for undertaking them (though they remained in my party). The Arcanum I've become acquainted with through a beta is a fascinating place, with a level of quest and social complexity and character configuration that surpasses Troika's previous work. Balancing is still in progress -- what else would you expect in a product like this? -- but the team is still promising a target date of February 2001. Pencil out a week or two now; every RPGer will want to check it out.

Customer Reviews

A Game for a Specialized Audience4 Arcanum is a game that appeals to a certain audience. If you like figuring out alternate solutions to problems, you may enjoy this game. Fans of the Fallout games will find a similarly well-thought-out setting and sense of humor. Fans of complex RPGs will be delighted by the depth and length of the game. If you thought Diablo was a great RPG, well, don't bother with Arcanum. The only thing they have in common is that you have a character that grows over time. Diablo was a linear hack-and-slash adventure with clearly defined characters and simple mechanics. Arcanum has a non-linear path and complex character options. Furthermore, if you try to bash through every situation, you will have your head handed to you, especially at the beginning of the game. Specific likes: The setting, that of a fantasy realm going through an industrial revolution (with some Steampunk-like technology thrown in), is fantastic. The character creation options are varied and give you a great deal of control. The plot is long and involved. Some of the voice acting is quite good, and the background music is very appropriate, if a little monotonous at times. The system for using technology is a lot of fun. Characters can literally take bits and pieces of things and assemble them into everything from hand grenades to healing salves. Specific dislikes: The combat system has a few odd points. Grenades and such somehow never harm you or your party, so you can throw them with impunity at folks standing right next to you. Critical hits and misses are ludicrously common, with sometimes drastic results, such as self-inflicted damage, dropped or damaged weapons, scarring or even crippled limbs. It reminds me of the old D&D Wandering Damage table some pundit proposed, with entries like, "Cut yourself shaving, consult limb loss table." Graphics are pretty bland. You can't really tell your party members from people on the street -- although the clothes they wear do make a difference in appearance, at least. The graphics seem to be at about the same level as X-COM: UFO Defense in terms of utility, although they are far more detailed in Arcanum than in that game. The interface for interacting with party members can be pretty frustrating. You can tell them what to do and what to use, but they have minds of their own, and sometimes they aren't so bright. They will quite willingly run between a gun and a target, and they pick up anything that might be lying around, including stones, old shoes, and bits of fluff. Sometimes, this is useful, but you'll find yourself scanning their inventories on a regular basis. Overall, if you are in the target audience mentioned above, you can expect a four or even five star rating for this game. If you are not, then three would probably be more acurate for the average gamer, and those addicted to different genres that require a fast mouse and a short attention span will probably rate it as a two or less. The Best RPG since Fallout5 This game has A HUGE about of depth and options. It has an incredible amount of re-playability and a giant world. (it would take 48 real-time hours to just cross the world... thank god for the map function :) ) It is NOT a Diablo clone! although I can see how one might think so... if you are accustomed to playing Diablo you will play a character that has emphasis on fighting skills, and not on such things as building items, gambling, thieving and diplomatic skills. That is the great beauty of this game. You can play it as a Half-Ogre brute, a wealthy Human upper-class gunslinger, a spell-casting gnome that builds grenades on the side, a halfling mage that ran away with the circus and wears gnomish chainmail... just about any character that you can think up you can play. Also Arcanum has GREAT re-playability. It is possible to kill every living creature in the game and win. It is also possible to kill nothing and win. The great amount of options will make you want to play again and again. For instance, each NPC has a unique personality and will respond differently to you based upon your race, magick/tech alignment, background, how beautiful or charismatic you are, and a host of other variables. People that snubbed you as a Dwarf will greet you with open arms when you play an Elf. All this makes sure that no two Arcanum games are EVER the same. All I can say is... If you like RPGs you will love Arcanum. It's what you expect, but that's about it3 Having played through Arcanum, I can't really say I either love or hate it. It was definitely one of those games that inspired both feelings at one time or another. Since I think it's about average in general, I would recommend you wait until the price goes down to about $20 before getting it. Let's start with the good things: Your character is endlessly customizable. This is immediately evident from the point system, which has few restrictions. About the only thing you can't do is have magic and technology at once, but otherwise you have a free hand. There's also a lot of trait and race-specific things to explore in the game, which makes it fun to play again. The story and quests are very well done. There's a TON of things to do, and you will actually have fun doing most of it. A lot of the quests are challenging, but none are impossible, especially if you're patient with them. You should find that you get at least double the experience from quests than you do from fighting, which goes to show just how many there are. The setting is cool. Who wouldn't want to see a place where magic and guns exist together? It's definitely a unique world. I actually liked the graphics, and I think that anyone who complains about them should (a) play Fallout, and (b) start focusing on the gameplay instead. This isn't Baldur's Gate. It's not supposed to look gorgeous. It plays like Fallout, for the most part. You really can't go wrong with a game that tries to emulate that one. In fact, the only places where it DOES go wrong are where it deviates from that tried-and-true formula. I wish the designers had stuck to the program. And now for the bad stuff: Load times are way too long. They're way longer than Baldur's Gate 2, which I find odd considering the simple 2-d graphics. The game often stops to load something (don't ask me what) during battles, which is highly annoying. It also seems to load small areas one at a time, making a walk through town a pain. The game is buggy. I'm not going to complain too much about this, since it can be remedied, but the version it ships in is absolutely full of problems. You'll find yourself saving pedantically to avert disaster at various crashes. Some quests don't work right, and your followers and minions act very stupid in battle. They are especially retarded when fighting around small doors. A lot of the features don't work well enough to be useful. Among these are the real time combat (very risky until you're of godly power), your follower's skills (you can't tell a thief to go look ahead for traps), the inventory (you'll notice this right off the bat), and multiplay (it's simply lousy). The game is too easy. I'm not sure if anyone else agrees, but I found the whole thing to be a milk run. I suppose if you don't bother to do quests, you might find it difficult, but I found that battles actually got easier as the game progressed. I suggest that any veteran Fallout player turn the difficulty up to hardest if you want a challenge. When all is said and done, I think Arcanum is a pretty decent game. The thing is, it could have been SO much better. It really is a pity they didn't streamline it a bit more.

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