Showcase of potential
- Marrend
- 12/28/2011 02:18 PM
- 1377 views
Showcase of potential
Game Title: Draug's Resurrection
Engine: RPG Toolkit
Status at review: In Production/Demo
Background:
I had no foreknowledge of what this game was, or what it was about. This is partly due to the the nature of the 2011 Secret Santa Review Event (for which this review was made for).
The game came with it's own manual (AKA: a readme file) that contained much useful information. Indeed, I referred to it while writing this review, and certainly had no qualms referring to it while playing the game.
Graphics:
It is not my intention to show disrespect, or to be insulting, but I seriously think these graphics were made in MSPaint, or similar program. Whatever the source, they are as basic and bare-bones as one can get, yet still relay a sense of what they should be. I must note that there are sometimes a few places where the graphics get in the way of things (see "Gameplay" section).
Audio:
With a few exceptions, the game uses audio files that came with RPG Toolkit. After poking through the music directory (I have a nasty habit of doing that), only "Battle2" stood out, and only because it sounded oddly familiar to me.
Story:
The beginning of the game sees the title in literal action: Draug is being resurrected! Of course, the process is not totally successful, as Draug has no memories of anything. It was figured (by what I assumed at the time to be future party members) that by obtaining certain items from Draug's past would not only allow his memories to surface, but he would once again become the powerful warlord that he was once feared as. From this alone, one can conclude that the story is, in essence, a collect-a-thon. Just replace finding the triforce, or crystal shards, or whatever, to finding artifacts that pertain to Draug's previous life, and you're set.
Except that maybe not everything is as is seems. This is just sheer intuition/guesswork on my part, but the people present at Draug's resurrection come across as a bunch of backstabbing, conniving individuals who have plans within plans within plans. There are certainly indications that there could be an internal strife story here (Which would, indeed, make an interesting story!), but I did not play long enough to see if there was any follow-up to the idea.
Gameplay:
I must admit, I'm not too familiar with RPG Toolkit, or it's default control scheme. I was half-expecting to use theIJKL WASD keys for movement. Thankfully, the manual gave me a run-down of what button did what. Some controls are intuitive (Arrow buttons for movement!), while others are there for what I must assume to be beta-testing purposes ("B" to get into a random encounter!).
Noting that I could cause an encounter by pressing the "B" button, what's the first thing I do when I take control of my party? "B" for "battle"! If one has ever played a turn-based strategy game, like something from the Heroes of Might and Magic series, some similarities are certainly apparent. Even if one has not, there's elements of a turn-based strategy here. For one, allies and foes alike have an certain range for "Attack", depending on the type of equipment that is being used. For example, axes and staves have a range of one, where as bows have a range of two. Once an enemy is defeated, it does not disappear from the battle space. Rather, it still takes up a square, and can still be targeted for the purposes of spells and abilities. I suspect that an empty square can also be targeted, but I never made an attempt to do so. In any event, I'm uncertain if this ability to target dead opponents is a bug or no, but using the "Move" option to get into range of still-living ones seems the best course of action.
The manual notes that the intent for the "Skill" option is to display a list of, well, skills that the active character can perform that is not otherwise listed in the main battle command options. It also notes that the "Item" option does nothing in the demo. As far as "Skill" is concerned for this demo, all it does is perform a pre-scripted action, depending on the active character. From my experience, the "Skill" option has a range of two squares (Opponents within a range of one are not target-able), and is generally worthless. If the ability doesn't outright miss, and this seems to happen more oft than it should (Perhaps that's just dumb luck, though), what damage it deals pales in comparison to a normal attack. There might be a few exceptions, but they are few and far between. There is also the oddity of any battle message not clearing until the player presses the Enter key or Space bar. I suspect that this is an oddity inherent to Toolkit. Even so, it could be an annoyance to some. As a side note, resolving a "random" combat only awards gold with this demo. Looking at the status screen, I'm guessing the developer wants some kind of Secret of Mana-like system, where using weapons and/or spells enough will eventually level up that weapon/spell. However, that system didn't appear to be in place for this demo.
Since battles don't give much in rewards at the moment, surely there must be some way to get stronger? Right? Right? Wrong. As far as I can see, there is no way to do make characters stronger. Outside of cheating, of course. You might think I'm joking, but I'm totally not. The manual is quite clear on this point, even going so far as to suggest a certain point in the demo where it would be most beneficial to use the built-in cheat codes. Re-read that last sentence if you must, but it's the unfiltered truth.
Outside of battles, the system that intrigued me most was the morality system. During certain conversations, the player is presented with a choice of responses. Some responses have consequences that lean toward a moral perspective, indicated by an icon. One icon is that of a scale (Order/Lawful?). The other icons are a skull (Evil?), something that looks like an ant's head, though it's probably supposed to be an angel (Good?), and I don't even know what the other one is supposed to be (Chaos?). If one has ever played Planescape - Torment, or even Dungeons and Dragons in general, one can see where this is going. However, I'm uncertain how much implementation this particular system has in the demo, nor does the manual make any mention of it. There could be some potential here, if not merely what happens in the finale, but some NPC conversations suggest that this system will affect how NPCs react to Draug as his alignment changes.
What of the task of findingthe triforce Draug's artifacts? There's nine crystal shards artifacts in total to find, and talking to a certain NPC gives you a map that indicates the known locations for his artifacts. My first target was the one just south of the town of Estaria (more or less the first town). After I recruited a monk (Marcia) into my party, I explored the forest area a bit. There were a few forks in the path where Marcia told me were I needed to go. They were helpful, as the passabilities were not always entirely clear. As a quick example, what I first assumed was a solid wall was actually a path that was hidden by a tree's foliage. In stark contrast to that, the very next artifact I went to get was north of an icy tundra. The tundra itself was an open field, with very little variation in the terrain. For another artifact, I went to a castle. It had a tower with an infinitely looping room. Maybe it just seemed that way, as I was seeing the same rooms over and over again. It's possible there could be a "correct path" that I didn't discover, or it really is an infinite loop.
Overall entertainment:
The manual notes that one shouldn't really play the demo as a "game", but as an exploration into the concepts and mechanics that the game will have, once it gets fleshed out more. Despite that "warning", I played a total of two hours of the demo. In that space of time, I managed to get three artifacts, and had a quest that would grant me a fourth one. How entertaining was all that? Most of my enjoyment came from simply checking out what systems were in place. The other part of my enjoyment was, I must admit, the use of the in-game cheats to make Draug way too overpowered for his own good.
Summary:
Amazingly playable, despite being merely a showcase of what it could evolve into. One might do well to keep an eye on it as things develop.
BOTTOM LINE: N/A
Game Title: Draug's Resurrection
Engine: RPG Toolkit
Status at review: In Production/Demo
Background:
I had no foreknowledge of what this game was, or what it was about. This is partly due to the the nature of the 2011 Secret Santa Review Event (for which this review was made for).
The game came with it's own manual (AKA: a readme file) that contained much useful information. Indeed, I referred to it while writing this review, and certainly had no qualms referring to it while playing the game.
Graphics:
It is not my intention to show disrespect, or to be insulting, but I seriously think these graphics were made in MSPaint, or similar program. Whatever the source, they are as basic and bare-bones as one can get, yet still relay a sense of what they should be. I must note that there are sometimes a few places where the graphics get in the way of things (see "Gameplay" section).
Audio:
With a few exceptions, the game uses audio files that came with RPG Toolkit. After poking through the music directory (I have a nasty habit of doing that), only "Battle2" stood out, and only because it sounded oddly familiar to me.
Story:
The beginning of the game sees the title in literal action: Draug is being resurrected! Of course, the process is not totally successful, as Draug has no memories of anything. It was figured (by what I assumed at the time to be future party members) that by obtaining certain items from Draug's past would not only allow his memories to surface, but he would once again become the powerful warlord that he was once feared as. From this alone, one can conclude that the story is, in essence, a collect-a-thon. Just replace finding the triforce, or crystal shards, or whatever, to finding artifacts that pertain to Draug's previous life, and you're set.
Except that maybe not everything is as is seems. This is just sheer intuition/guesswork on my part, but the people present at Draug's resurrection come across as a bunch of backstabbing, conniving individuals who have plans within plans within plans. There are certainly indications that there could be an internal strife story here (Which would, indeed, make an interesting story!), but I did not play long enough to see if there was any follow-up to the idea.
Gameplay:
I must admit, I'm not too familiar with RPG Toolkit, or it's default control scheme. I was half-expecting to use the
Noting that I could cause an encounter by pressing the "B" button, what's the first thing I do when I take control of my party? "B" for "battle"! If one has ever played a turn-based strategy game, like something from the Heroes of Might and Magic series, some similarities are certainly apparent. Even if one has not, there's elements of a turn-based strategy here. For one, allies and foes alike have an certain range for "Attack", depending on the type of equipment that is being used. For example, axes and staves have a range of one, where as bows have a range of two. Once an enemy is defeated, it does not disappear from the battle space. Rather, it still takes up a square, and can still be targeted for the purposes of spells and abilities. I suspect that an empty square can also be targeted, but I never made an attempt to do so. In any event, I'm uncertain if this ability to target dead opponents is a bug or no, but using the "Move" option to get into range of still-living ones seems the best course of action.
The manual notes that the intent for the "Skill" option is to display a list of, well, skills that the active character can perform that is not otherwise listed in the main battle command options. It also notes that the "Item" option does nothing in the demo. As far as "Skill" is concerned for this demo, all it does is perform a pre-scripted action, depending on the active character. From my experience, the "Skill" option has a range of two squares (Opponents within a range of one are not target-able), and is generally worthless. If the ability doesn't outright miss, and this seems to happen more oft than it should (Perhaps that's just dumb luck, though), what damage it deals pales in comparison to a normal attack. There might be a few exceptions, but they are few and far between. There is also the oddity of any battle message not clearing until the player presses the Enter key or Space bar. I suspect that this is an oddity inherent to Toolkit. Even so, it could be an annoyance to some. As a side note, resolving a "random" combat only awards gold with this demo. Looking at the status screen, I'm guessing the developer wants some kind of Secret of Mana-like system, where using weapons and/or spells enough will eventually level up that weapon/spell. However, that system didn't appear to be in place for this demo.
Since battles don't give much in rewards at the moment, surely there must be some way to get stronger? Right? Right? Wrong. As far as I can see, there is no way to do make characters stronger. Outside of cheating, of course. You might think I'm joking, but I'm totally not. The manual is quite clear on this point, even going so far as to suggest a certain point in the demo where it would be most beneficial to use the built-in cheat codes. Re-read that last sentence if you must, but it's the unfiltered truth.
Outside of battles, the system that intrigued me most was the morality system. During certain conversations, the player is presented with a choice of responses. Some responses have consequences that lean toward a moral perspective, indicated by an icon. One icon is that of a scale (Order/Lawful?). The other icons are a skull (Evil?), something that looks like an ant's head, though it's probably supposed to be an angel (Good?), and I don't even know what the other one is supposed to be (Chaos?). If one has ever played Planescape - Torment, or even Dungeons and Dragons in general, one can see where this is going. However, I'm uncertain how much implementation this particular system has in the demo, nor does the manual make any mention of it. There could be some potential here, if not merely what happens in the finale, but some NPC conversations suggest that this system will affect how NPCs react to Draug as his alignment changes.
What of the task of finding
Overall entertainment:
The manual notes that one shouldn't really play the demo as a "game", but as an exploration into the concepts and mechanics that the game will have, once it gets fleshed out more. Despite that "warning", I played a total of two hours of the demo. In that space of time, I managed to get three artifacts, and had a quest that would grant me a fourth one. How entertaining was all that? Most of my enjoyment came from simply checking out what systems were in place. The other part of my enjoyment was, I must admit, the use of the in-game cheats to make Draug way too overpowered for his own good.
Summary:
Amazingly playable, despite being merely a showcase of what it could evolve into. One might do well to keep an eye on it as things develop.
BOTTOM LINE: N/A
Posts
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So, my initial assessment was right. I figured you were the one who wrote it, if only because of your obsession with using strikethroughs in your posts.
Let's just start with getting the graphics out of the way. They've never endeared anyone towards me, but I still firmly believe that creating my own unique style is better than ripping or recolouring a few lousy pixels. The foliage in the woods was quite intentional, and by the time you need to start looking for semi-hidden paths, you should have to walk under several dozen trees by then, so you should know that the top obscures the path but isn't solid. I honestly have no idea how to do a decent field, let alone a snowy one. For the little maze in the Ruins, try heading as far north as possible. I actually thought I made it far too easy.
I think it should be noted that I don't have any particular knowledge of Might and Magic, so I have no idea how heavily my battle system relates to it. Or Secret of Mana, for that matter. If I didn't say it prior, or the gaping holes didn't make it abundantly clear, I built the Menu and Battle Systems completely from the ground up. The Toolkit's default systems are essentially completely and totally unusable. As in, they literally don't even run.
There's a couple misnomers you mentioned about the Battle System. All weapons that aren't bows or crossbows do have a range of one (adjacent), but bows and crossbows have a range of three/four, not two. Most spells will have a range of two. What 'Skill' currently does is a simple attack with a range of two, doing magical damage (using the characters Magic stat, rather than Attack). So for some people it would be very weak, but for more mage-y characters like Alice and Gale it would be a good deal stronger. It has no fancy modifiers, so it hits and criticals as often as their normal attack would. Monsters also have type resistances, so some things, probably most notably being Draug's poison, may be heavily resisted, if not outright negated. I seem to recall fixing that issue with the text at the top waiting for a keypress (it should continue on automatically after about two seconds if it isn't skipped), but I'll have another look at it.
The primary way characters gain power is through their equipment (though their spells and skills will be able to gain experience too, but it pales in compare). While the mechanics of equipping are there, items in general are in a bit of a state of limbo. Without items down solidly, a shop wouldn't work. Without a shop, you can't get new weapons, so you can't get stronger (without 'cheating'). And I'm in no particular rush to create a shop system to rectify this, because the Battle System is far from the focus of the project, and I've admittedly never had that much interest in it. The focus is on a nonlinear story.
I'm not sure how much I should really say about your morality remark. You only played the game half of one time, so pretty much all nonlinearity aspects would be lost on you. I wouldn't seriously expect you to replay it, especially considering you were forced into this review, but I nevertheless find it odd that you would take interest in it. Its purpose doesn't come up that much so far, but some things happen depending on your relative alignment, and leaning too far one way limits your choices in the other (for instance, if you've been a massive prick the whole time, the option to do something really nice and self-sacrificing will be greyed out. By the way, the Good symbol is an ankh with wings behind it. Chaotic is, well, kind of a random haze.
The most definitive time it comes up so far is if you save the Midland Woods (where you met Marcia) for last (this would rightfully be any time after having five artifacts, but, well, being only six now, it makes it a bit harder to do). Depending on your alignment and previous encounters with Marcia (if any), her and the priestesses may align themselves with the scenario villain (Jade), try to fight against them (if they like you), or, well, be dead because you murdered them earlier. Every single scenario will have major variations based on when you do it (with further variations based on things like alignment and relations), but as of now, it's just the Woods and Estoc that get anything noteworthy.
I think it's more than a little hypocritical of you to completely ignore any mention of the characters at all, especially when that tends to be your own intended focus with your projects. Or at least that's what I recall you saying around the time Matsumori Days got a Let's Play from those RPG Screenshot people. Perhaps there wasn't enough for you to get a decent read on the characters, I suppose.
I kind of regret not adding a nice little program that spurts out what a player has done so far, so I can simply ask them for a text file, rather than making them recall things and have to do writing for themselves. If the response is easy and automated, more people might give feedback, right? Well, whatever. I guess I'll simply have to ask you the hard way. You made mention of going to the north. What happened with Thrall? What was the third artifact you found? I assume the first two were the woods and the northern wastes, and the fourth was Estoc, which you found prior to stumbling onto the third one. (If I'm correct here, you'll find that Estoc's scenario changed on you a bit when you grabbed the third). Did you ever return to the necromancer's camp to talk to Ethel (the map lady)? Did you catch on that there was a (poorly, apparently) implied artifact -> necromancer camp -> artifact structure? What party members did you bump into? Did you do the 'side quest' of freeing Gale from Estaria Palace? Did you ever feel lost or that you had no idea what you were supposed to be doing?
Let's just start with getting the graphics out of the way. They've never endeared anyone towards me, but I still firmly believe that creating my own unique style is better than ripping or recolouring a few lousy pixels. The foliage in the woods was quite intentional, and by the time you need to start looking for semi-hidden paths, you should have to walk under several dozen trees by then, so you should know that the top obscures the path but isn't solid. I honestly have no idea how to do a decent field, let alone a snowy one. For the little maze in the Ruins, try heading as far north as possible. I actually thought I made it far too easy.
I think it should be noted that I don't have any particular knowledge of Might and Magic, so I have no idea how heavily my battle system relates to it. Or Secret of Mana, for that matter. If I didn't say it prior, or the gaping holes didn't make it abundantly clear, I built the Menu and Battle Systems completely from the ground up. The Toolkit's default systems are essentially completely and totally unusable. As in, they literally don't even run.
There's a couple misnomers you mentioned about the Battle System. All weapons that aren't bows or crossbows do have a range of one (adjacent), but bows and crossbows have a range of three/four, not two. Most spells will have a range of two. What 'Skill' currently does is a simple attack with a range of two, doing magical damage (using the characters Magic stat, rather than Attack). So for some people it would be very weak, but for more mage-y characters like Alice and Gale it would be a good deal stronger. It has no fancy modifiers, so it hits and criticals as often as their normal attack would. Monsters also have type resistances, so some things, probably most notably being Draug's poison, may be heavily resisted, if not outright negated. I seem to recall fixing that issue with the text at the top waiting for a keypress (it should continue on automatically after about two seconds if it isn't skipped), but I'll have another look at it.
The primary way characters gain power is through their equipment (though their spells and skills will be able to gain experience too, but it pales in compare). While the mechanics of equipping are there, items in general are in a bit of a state of limbo. Without items down solidly, a shop wouldn't work. Without a shop, you can't get new weapons, so you can't get stronger (without 'cheating'). And I'm in no particular rush to create a shop system to rectify this, because the Battle System is far from the focus of the project, and I've admittedly never had that much interest in it. The focus is on a nonlinear story.
I'm not sure how much I should really say about your morality remark. You only played the game half of one time, so pretty much all nonlinearity aspects would be lost on you. I wouldn't seriously expect you to replay it, especially considering you were forced into this review, but I nevertheless find it odd that you would take interest in it. Its purpose doesn't come up that much so far, but some things happen depending on your relative alignment, and leaning too far one way limits your choices in the other (for instance, if you've been a massive prick the whole time, the option to do something really nice and self-sacrificing will be greyed out. By the way, the Good symbol is an ankh with wings behind it. Chaotic is, well, kind of a random haze.
The most definitive time it comes up so far is if you save the Midland Woods (where you met Marcia) for last (this would rightfully be any time after having five artifacts, but, well, being only six now, it makes it a bit harder to do). Depending on your alignment and previous encounters with Marcia (if any), her and the priestesses may align themselves with the scenario villain (Jade), try to fight against them (if they like you), or, well, be dead because you murdered them earlier. Every single scenario will have major variations based on when you do it (with further variations based on things like alignment and relations), but as of now, it's just the Woods and Estoc that get anything noteworthy.
I think it's more than a little hypocritical of you to completely ignore any mention of the characters at all, especially when that tends to be your own intended focus with your projects. Or at least that's what I recall you saying around the time Matsumori Days got a Let's Play from those RPG Screenshot people. Perhaps there wasn't enough for you to get a decent read on the characters, I suppose.
I kind of regret not adding a nice little program that spurts out what a player has done so far, so I can simply ask them for a text file, rather than making them recall things and have to do writing for themselves. If the response is easy and automated, more people might give feedback, right? Well, whatever. I guess I'll simply have to ask you the hard way. You made mention of going to the north. What happened with Thrall? What was the third artifact you found? I assume the first two were the woods and the northern wastes, and the fourth was Estoc, which you found prior to stumbling onto the third one. (If I'm correct here, you'll find that Estoc's scenario changed on you a bit when you grabbed the third). Did you ever return to the necromancer's camp to talk to Ethel (the map lady)? Did you catch on that there was a (poorly, apparently) implied artifact -> necromancer camp -> artifact structure? What party members did you bump into? Did you do the 'side quest' of freeing Gale from Estaria Palace? Did you ever feel lost or that you had no idea what you were supposed to be doing?
The main reason I'm interested in this game's morality system is that I might want to use one myself. Personal interest, so to speak. As for the characterizations, I guess Clare is the only person I have any real feel for who she is. In any event, she comes off to me as a noble person who got caught up with the necromancers by the necessity of money. Something like that.
The artifacts I found in order I found them in: the gauntlets in the woods; the shoulder pads north of Taiga; the boots in the Dorrum mines en route to Sapin because of the quest in Estoc. As for Thrall, I kinda wanted him to join me, but I decided to do Good, and kill him off. Outside of Marcia, I bumped into Alice, who joined me, and I also came across Caim. Caim wanted to join me, but I wasn't sure who to replace, nor exactly, what would happen with the person who he'd replace! I considered freeing Clare's sister, but decided against it 'till I had my third or fourth artifact.
*Edit: Now that I think on it, I must have found the shoulder pads in the Dorrum Mines, since I recall various party members talking about how Draug was starting to look like a warlord after the mine event. That, and I recall thinking to myself, "Hey, he started wearing a cape!" Which means that the boots were from the tundra north of Taiga. Sorry for the mix-up!
The artifacts I found in order I found them in: the gauntlets in the woods; the shoulder pads north of Taiga; the boots in the Dorrum mines en route to Sapin because of the quest in Estoc. As for Thrall, I kinda wanted him to join me, but I decided to do Good, and kill him off. Outside of Marcia, I bumped into Alice, who joined me, and I also came across Caim. Caim wanted to join me, but I wasn't sure who to replace, nor exactly, what would happen with the person who he'd replace! I considered freeing Clare's sister, but decided against it 'till I had my third or fourth artifact.
*Edit: Now that I think on it, I must have found the shoulder pads in the Dorrum Mines, since I recall various party members talking about how Draug was starting to look like a warlord after the mine event. That, and I recall thinking to myself, "Hey, he started wearing a cape!" Which means that the boots were from the tundra north of Taiga. Sorry for the mix-up!
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