Arcanum: Of Steamworks and Magick Obscura is a
2001 role-playing video game developed by
Troika Games and published by
Sierra Entertainment. It was released in North America and Europe in August 2001 for
Microsoft Windows. Debuting at fourth position on NPD Intelect's best-seller list,
[2] it was Troika's first game and also their best-selling title with over 234,000 copies sold and with revenues of
US$8.8 million.
[3]
The story takes place on the continent of Arcanum, which is a
fantasy setting that is in the process of an
industrial revolution.
[4] The story begins with the crash of the
zeppelin IFS Zephyr, of which the protagonist is the only survivor, which leads them throughout the land in search of answers. The game employs an
isometric perspective and features an open game world where the protagonist can travel unhindered.
Contents
Gameplay
Gameplay in
Arcanum consists of traveling through the game world, visiting locations and interacting with the local inhabitants, typically in real-time. Occasionally, inhabitants will require the player's assistance in various tasks, which the player may choose to solve in order to acquire special items,
experience points, or new followers. Many quests offer multiple solutions for the player, depending on their playing style, which may consist of combat,
persuasion, thievery, or
bribery. Ultimately, players will encounter hostile opponents (if such encounters are not avoided using
stealth or
diplomacy), in which case they and the player will engage in combat, which can be
real-time or
turn-based.
Combat
The player (dwarf, center) in combat with the character Virgil against an Ailing Wolf.
Three combat modes were included in the final release of the game: real-time, turn-based, and a faster version of turn-based.
Arcanum's combat design has received some levels of criticism, with reviews usually stating that it is poorly balanced and frantic.
[5] The player's combat capabilities are in large part governed by the character's combat skills and weapons. Attacking is performed automatically by clicking on a hostile
NPC provided that they are in range of the attack.
Combat skills that the player character can choose from include
melee weapons (with an optional back stabbing skill for stealth-oriented players), thrown weapons,
archery,
firearms, and a large variety of certain damage-inflicting
spells from some schools of magic. Deciding whether or not to use violence in some parts of the game sometimes carries consequences for the player's party and its followers. Some
AI-controlled followers the player has in the party will find their character's conduct morally objectionable, causing the player to lose reputation with some of the followers who may leave or even attack the player.
[6]
Character creation
Arcanum begins with the player creating their character, choosing from a large and unique variety of races, attributes, technological skills, magical aptitudes, and background traits, or the player may choose a predefined character. Over the course of the game, the character may improve their skills by gaining
experience through completing
quests or defeating opponents in combat.
[7] Every time the player gains a level, they can spend one character point to improve any attribute, weapon skill, technological discipline, school of magic, thievery skill, or social skill. Every fifth level, one additional character point is awarded for a total of 64 character points.
[8] The player can only control one character directly but may recruit additional followers during the game depending on their aptitudes and alignment.
Player characters have the choice of specializing in a technological path which emphasizes constructing weapons, ammunition, and items from various components; a magical path which emphasizes spellcasting; or a neutral path, learning both magic and technology skills, which allows the most flexibility. The game uses a meter to show how biased towards magic or technology the player is; any character points spent on a technological discipline or skill move the aptitude meter towards the technology side and any points spent on spells move it towards the magical side. Character points spent on attributes or any other skills do not alter the aptitude meter.
[9][10] A high aptitude toward technology renders the character resistant or immune to magic (both harmful and beneficial) and also greatly decreases the character's ability to use magic effectively and limits the effectiveness of magical items. A high magical aptitude increases the effects of the character's magic and the power of magical items they equip, but technological items they equip will be subject to malfunctions, reflected in an increasingly higher chance of the character critically failing in combat, which can have devastating effects.
Modules
The game, like its successors in the
Neverwinter Nights series, features "modules"; the ability to create custom maps and missions using an editor included with the game. Already included with the game is Vormantown,
[11] and a number of official modules are also available.
Synopsis
Setting
A screenshot from the game illustrating
Arcanum's
game world.
Arcanum is the name of the fantasy world in which the game unfolds. It consists of a continental mainland and three
islands.
[12] The world is inhabited by various races resembling those from the works of
Tolkien, including humans,
elves and
half-elves,
dwarves,
gnomes,
halflings,
orcs,
ogres, and various wildlife. Players can choose from humans, elves, dwarves, gnomes, halflings, and human
hybrid races, including half-elves, half-orcs and half-ogres as playable races.
[13] The continent is divided between several different political entities. The Unified Kingdom is rapidly industrializing. Its two largest cities are Tarant and Ashbury, and it is the most technologically advanced kingdom. The Kingdom of Cumbria is a deteriorated kingdom, consisting of Dernholm and Black Root, and ruled by an old
conservative king. The Kingdom of Arland, extending from Caladon to Roseborough, is a small but thriving monarchy west of the Stonewall range. The Glimmering Forest, the largest in
Arcanum, is home to the elven city of Qintarra and the dark elven city of T'sen-Ang, and has been untouched by the technological advancements of the time. The Stonewall and Grey Mountain Ranges are home to the remaining dwarven
clans: the Black Mountain Clan, the Stonecutter Clan, the Wheel Clan, and the Iron Clan. Many other minor settlements also exist, as well as containing ruins of past civilizations. The biggest of these is the ruins of Vendigroth, the most advanced city on
Arcanum, which met a sudden and mysterious end.
[12][14]
An important in-game dynamic is the
dichotomy of magic and technology in the world. Technology is explained to function by using
physical law to produce a desired result, e.g., a bolt of electricity from a
Tesla Gun would arc through the most
conductive path to its target, with some plated armors being more prone to electrical damage than others. Magic, on the other hand, is explained to manipulate physical law to make a
lightning spell follow the shortest path to the target, instead of the natural path. The two are incompatible to the point that they overwhelm each other. Technological devices will become ineffective or even permanently inoperative in the presence of powerful magic and vice versa. Much of the population has chosen to embrace technology for its efficiency, accessibility, and permanent results, while the majority of elves, dark elves, and some humans half-elves continue to practice magic exclusively. This also affects interactions between different characters, as spells cast on technologists or firearms used against mages have a failure rate.
[15]
Orcs and ogres are looked down upon as
savage,
feral peoples by Arcanum's civilized folk, who own virtually all the
industry of the major population centers. There is a great enmity between elves and dwarfs, the former being naturally inclined towards magically-defined society, the latter being forerunners of the technology race—and many elves blame the dwarfs for the rise of human technology and concomitant waning of elfish political power.
Scientists are unwelcome in magical societies like Qintarra or Tulla but will be respected if they are righteous and good folk. Conversely, a
mage would be admitted onto a
steam train only on the provision that he take a third-class seat on the last caboose, so as not to cause interference with the engine (despite there being no in-game mechanic by which even the powerful mages can affect it). Powerful mages may be denied transport altogether.
[16][17]
Plot
Arcanum begins with a
cut scene of the
IFS Zephyr, a luxury
zeppelin, on her
maiden voyage from Caladon to Tarant. Two monoplanes, piloted by Half-
Ogre bandits, close in on the craft and commence attack runs, succeeding in shooting it down. An old gnome who is a passenger aboard the
Zephyr is now in his death throes under charred
debris and tells the player to bring a silver
ring to "the boy," and promptly dies. Being the only survivor of the crash, the main character is proclaimed as "The Living One," a holy reincarnate, by the only witness to the crash, Virgil. The story follows the player's path as he searches for the origin of the ring. Over the course of the game, the player uncovers more about the history of the continent, the motivation of the assassins who are trying to kill him, and the identity of the one threatening to end all life in the land.
[18]
Arcanum is an example of a
non-linear role-playing game. At various points throughout the game, players may take the story in different directions, sometimes permanently removing different paths of action. The game's central
quest ultimately develops according to how players navigate its
dichotomies, the most apparent being that of
magic and
technology. Many of the game's side
quests allow for more than one solution depending on the player character's specializations and certain portions of the main quest can be solved more easily through dialogue than through combat. The game's magic/technology and good/evil alignments also influence what followers a character can attract throughout the game or how other
NPCs will react to the player.
[19]
Development
Arcanum's public
beta testing commenced in September 2000.
[20] It is the debut title of now-defunct
development house Troika Games, which consisted of former
Interplay Entertainment staff—most notably
Tim Cain—responsible for
1997's critically acclaimed
Fallout. On release, the game was found to be incompatible with some
video cards, such as
Voodoo2, and
drivers such as
nVidia's Detonator3. Furthermore, the game's copy protection software,
SecuROM, caused system-component conflicts with particular brands of
sound cards and
CD-ROM drives.
[21] Such bugs, as well as some gameplay bugs, were one of the game's biggest criticisms.
[13][22]
The latest official
patch, 1.0.7.4 was released in October 2001.
[23] With the
end of the official support several
unofficial patches were produced by the
game community to fix the many remaining problems and
bugs.
[24][25][26]
Design
Arcanum's large,
free-form world bears many similarities to
Fallout with regards to the scarcity of towns, cities, or other locations of interest; however
Arcanum's map is much larger and more diverse than
Fallout's. The travel system has some similarities with
The Elder Scrolls in that the world can be traveled across in-game (where occasionally the player runs into enemy groups), without the use of the world map, and that the game doesn't rush the player into pursuing the main quest.
[27]
The game comes packaged with an editor, called WorldEdit, that allows players to create their own maps, campaigns, and NPCs. The program allows any game-world object to be input into existing and newly created environments via GUI menus. Editing can be done in either isometric or top-down views. Players have charge over the game's variables, such as the skill level required to pick a certain lock or the precise time that an electric light will turn on. Players are also able to create brand new objects via the scenery creator.
[28]
Sequel
In a 2000
interview with Nextgame.it, Tim Cain announced plans for an
Arcanum sequel,
[29] but these plans would not come to pass—Troika Games filed for
dissolution on September 30, 2005.
In September 2006, one of
Arcanum's lead programmers and co-founder of Troika, Leonard Boyarsky, divulged that the studio had originally commenced work on a sequel, going by the working title of
Journey to the Centre of Arcanum, which would use Valve's
Source Engine. Development was curtailed by disputes between Sierra and Valve, resulting ultimately in the project being shelved.
[30]
Soundtrack
Composed by
Ben Houge,
Arcanum's soundtrack features an unusual
instrumentation by avoiding the predominantly symphonic orchestration common to RPG soundtracks. Instead, it is scored almost entirely for
string quartet. The songs follow the conventional RPG soundtrack format: short, impressionistic vignettes which are
looped in-game, with each area using different tunes, and alternative songs for combat. The soundtrack was
produced by Ben Houge and Jeff Pobst, with Leonid Keylin on first
violin, Kathy Stern on second violin, Vincent Comer on
viola, Susan Williams on
cello, Evan Buehler on
marimba, and Ben Houge on
djembe,
rainstick and
synthesiser.
[31] The game's soundtrack has been well received, and was listed amongst the 12 best video-game soundtracks of all time by
Forbes in 2012.
[32] The soundtrack was not commercially released but is available for free download.
[33]
Reception
Arcanum: Of Steamworks and Magick Obscura Reviews
Aggregate scores
Aggregator Score
GameRankings 79%
[34]
Metacritic 81/100
[35]
Review scores
Publication Score
Game Revolution B-
[22]
GameSpot 7.3 out of 10
[13]
GameSpy 89 out of 100
[36]
GameZone 90 out of 100
[37]
IGN 8.7 out of 10
[38]
PC Gamer (US) 90 out of 100
[39]
RPGFan 86 out of 100
[40]
Awards
Publication Award
IGN Editors' Choice
GameZone Editors' Choice
Upon release,
Arcanum had mostly positive review scores, receiving two Editor's Choice Awards from
IGN[38] and
GameZone[37] with scores of 8.7 out of 10 and 90 out of 100, respectively. IGN stated that “the story is rich and complex,”
[38] praising the character creation, open-ended game play, and size of the game world.
[38] They also praised the game for its responsiveness to the player: “A well-adjusted Elf may get more information out of an aristocrat than a surly Half-Ogre, and the conversations you have will be completely different.”
[38] IGN did, however, criticize its interface, calling it “[not] very intuitive, bordering on downright clunky”
[38] and the in-game
user interface “takes up over a third of the screen.”
[38] Gamezone called it a RPG with “some extra bite,”
[37] also praising the character creation and game play stating, “This one will be on your PC for months.”
[37] Additionally, they praised the “incredible range of equipment that ranges from standard
such as swords and armor to rags and coal and empty cans.”[37]
I was pleasantly surprised that I could construct Molotov cocktail bombs from garbage. Insanely cool
“
”
Gamezone review[37]
The game also received praise from The Electric Playground, which awarded the game 9 out of 10 and calling it "the most diverse and open-ended RPG to date."[41] Game Revolution praised the game, particularly the character creation, stating, “Whomever you are, the world treats you accordingly.”[22] but also criticized the graphics.[22] Game Informer rated the game as 6.75 out of 10,[42] GamePro gave it 4 out of 5[34] and Mygamer awarded the game 8 out of 10.[43]
GameSpot gave the game a rating of 7.3 out of 10, calling it a “captivating and immersive role-playing experience”[13] and praising the setting as a “great concept.”[13] Their review, however, was adverse on the claim of lackluster graphics, and unintuitive interface as the main criticisms: “There’s nothing flattering about the dated, washed-out, low-resolution graphics.”[13] The game currently holds an average review score of 79% based on 38 reviews on GameRankings[34] and 81% based on 24 reviews on Metacritic.[35]
The editors of Computer Games Magazine named Arcanum the best role-playing game of 2001—tied with Wizardry 8—and presented it with their "Best Writing" award. They called Arcanum a "phenomenally well-written" title with an "incredibly creative" setting.[44]