by Notmyhandle » Mon Sep 07, 2009 1:26 pm
I agree, Jerich, the visuals are very impressive. If you liked Mythos, these are even better.
For me, it was pretty funny walking up to the game and not knowing how to do anything. It took me about 30 seconds to figure out that the control scheme was exactly like Mythos' original configuration - just click where you want to go... But then I was on track and everything was just fine. I did like the ability to quickly switch between my alternate skills (left click is regular attack, probably changeable, and the right click is whatever you want; you can set an alternate skill for your right click) by using the Tab key.
I was surprised to see that the Destroyer only had about 5 active skills available (strangely, out of the three trees, the middle column tended to be the "active skill" column). Destroyer had cleave/war stomp (AOE 180 degree arc at melee range), a charge ability with fixed damage, shadow armor with fixed damage, and the giant sword slamming the ground ability (electric, fixed damage), and maybe one or two other abilities that required higher levels to unlock. Each active skill's damage increases based on your stats. Some are strictly dependant on Strength, while I think the giant sword slam ability gained bonuses from Magic and Defense (odd). I can't remember if the melee arc attack gained damage based on my weapon's attack, but it was my primary ability of choice because it was doing much more damage than the giant sword slam (I had pumped everything into Strength and Dexterity so I could wield burly 1 handed Axes).
For equipment, you guys are probably not going to like the defense stat requirement that appears. When I saw it, I was very confused - I've never seen a defensive stat affect one's ability to carry something. For me it's just unprecedented, but not a bad thing. Imagine defense being the successor to Vitality - which would surprise anyone as being a requirement. At the PAX build, 2 handed equipment aside from Bows had not been implemented, but Kyle said they were still going to put them in.
When you die you get three options: start at the exact spot you died at, but lose XP; start at the entrance to the floor, but lose gold, or start back at town with no loss (this was on the highest difficulty). I was sad that the hearthstone wasn't in my inventory, so when I ran out of scrolls I was pretty screwed (although they kindly placed one before the first boss battle).
Kyle pointed out that they want to make the environment more interactive, so I came across a "plunger" object in the cave tileset that blew open a nearby door when pressed. Hopefully they put more of these fun doodads into the game.
There is voice acting for the major parts of the game - it's very cool.
I also have to agree that the Runic staff is pretty down to earth. The fact that the majority of them participate in the discussions on the forums should make their attentiveness and desire to incorporate feedback evident. After meeting the two representatives from Perfect World Entertainment, I am very pleased that they have formed a cooperative business relationship.
I took some photos, but only one of the screen up close. Runic - do you mind if I post it? It's of the Vanquisher pause screen (camera rotation, skill tree open, and character pane open).
Edit: I was also shown the command console. You can bring it up during the game to modify things - cheat (gold/level up) or teleport through the dungeon. This will be necessary for testing the game while building your own maps. I talked with some guys (Sirio and Brock?) about possibly having unlockable content for the console. Since the gameplay has many features that need to be introduced and expanded on, this is definitely at the bottom of the priority list.
A quick shout out to the staff I met: Max, Travis, Peter, Wonder, Kyle, Sirio, Brock, Marsh, Leo, Matt Lefferts, Mike, and I think Ben was there on Saturday. And of course Jason and Alex from Perfect World.