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Gods and Heroes: Rome Rising Interview
Gods and Heroes: Rome Rising is Perpetual Entertainment's persistent state offering in which these and other deities, a total of 12 grouped into triads, will play central roles by appearing in the game to provide quests, support and great powers to those who align with them. Players will be heroes of the Republic around 300 BC, a period when it is growing but still faces threats from the likes of the Carthaginians, Gauls, Samnites, Greeks, Etruscans and Sabines. The game will also integrate other dangers such as creatures drawn from myths and legends; a few examples are gigantic Cyclopes, snake-haired Gorgons, mighty Minotaurs, cannibalistic Laestrygones, Volta wolf-men and fire-breathing Chimeras. Since an initial glimpse in early March when the title was announced, we've definitely been eager to know more, so it was great to question two of the project's principals.
Jonric: To get started on an introductory note, what is the underlying premise for Gods and Heroes? Lead Designer Stieg Hedlund: Gods and Heroes is a world based on the history and mythology of Rome around 300 BC. The gods and creatures of myth are very real and alive, as are the many gods and spirits of the world. Rome is just carving out its niche in the Mediterranean, and is not yet the ancient superpower it later became. The Italic peninsula is very different from the modern one - wilder and less domesticated, and populated with warlike tribes, and fearsome beasts. each player has a level spanning epic quest path that is also a primary driver of story and character development.Jonric: How did you arrive at the game's highly unusual concept of squad-based play, and how many soldiers will a player be able to command?
Early on, we focused on two goals. One was to allow players to build pretty balanced squads that will make solo play more interesting and capable. The other was to give groups of two to six players the ability to make specialized squads, command small "armies" of, in this case, 18 to 54 characters, and have larger-scale action than traditional online games. Currently, we plan for squads to be as large as eight soldiers that a player acquires over time, although this will be something we tune a lot. Squad play is only one aspect of the game, but we think that it offers an interesting variety of gameplay elements compared to other MMOs. And finally, squad-based combat first just made sense in the fiction. Mythological heroes often led groups on their adventures, and all the races from the past fought in organized groups. Jonric: How much of a story element should players expect to experience within the game, and what will drive it? Chris McKibbin: Gods and Heroes is set around 300 BC. Rome was a young republic at this time, surround by lots of enemies that were also developed and pretty powerful. In the gameworld, the gods and monsters from mythology are very alive and very powerful - just like the Roman's believed at the time. The overall story is pretty well known; Rome is an aggressive, expansion-minded republic pushing to take over all the territory it can. It is also vulnerable to attack on all sides. Clashes happen often. At the same time, the gods have their own agendas, which they play out through interaction with humans. The gods are a large source of story and quests. At the player level, each player will respond to quests presented by Rome and her citizens as well as the gods. Additionally, each player has a level spanning epic quest path that is also a primary driver of story and character development. Jonric: Will gameworld include many different environments? How much will be instanced vs. persistent space, and how much of the latter will there be at launch?
Gods and Heroes: Rome Rising First View Perpetual Entertainment's newly announced online world featuring squad-based combat and quest-driven gameplay
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