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Vault Dweller, are you being phased out?
Unsurprisingly, this was one of the most boring presentations of Gamescom. Our presenter was a sleepy dude named Michael Rüve [managing director of Piranha Bytes], who seemed unable to muster any enthusiasm for the game whatsoever; and really, who can blame him? First, he rattled down the basic information about the game: (...) The game was set on a planet “like Earth, but not the Earth”
Bubbles: Why do you choose the name ELEX for your game?
1) Symmetry: “'ELEX' works very nice symmetrically; it has 2 'E's and an 'X' at the end.”
2) Availability: “When you make a new game, you want to choose a title that you can really own. It's getting harder and harder today to find a unique name that's still available on sites like twitter and facebook. 'ELEX' was still available.”
That's the word on the street.Vault Dweller, are you being phased out?
That's the word on the street.
Get out of here STALKER. Syberia 1 jizzed atmosphere from its pores, never found it boring especially once you're travelling aboard the train. Artwork was downright stunning even at its low res and 4:3 ratio. Syberia 2 on the other hand was admittedly a pretty dull and unnecessary sequel with a lot of uninteresting exploration.LoL @ Syberia 3. To be a good game it needs to be nothing like Syberia 1&2 (which were the most boring adventure games I had the displeasure of playing/watching on YT), but then it will get slaughtered by exisiting fans of the series. So it is a lose-lose situation.
A while ago, I heard on Codex that Daedalic's owner/parent, a book publisher, decides that they are not earning enough for their 2D adventure games. That's the portent of the decline.
I hope if Silent hits with mainstream, as a Christmas miracle Daedalic will keep producing one side 2D project each year e.g. Anna's Quest, The Devil's Men.
If Silent fails, pretty sure Daedalic is going to tank.
Never really enjoyed Amplitude's 4X that much, their art direction is fine but damn the gameplay gets quickly boring.
I do love their roguelike with a passion though, actually challenging with little bullshit on the way. Would rather see a dote2 than a el2 in the future
Holy shit wat, is this real, are these guys for real? Is this real life?
Thats some truly inspirational stuff right there.
Bubbles's peculiar style does not disappointThe protagonist walked up to a huge dinosaur-like creature and started to swing his sword around. The dino squeaked like a rubber ducky, and a little red health bar popped up over its head. The hero kept swinging; the dino kept squeaking; the health bar kept going down. Then the dino collapsed and the hero sheathed his sword. Evidently, Piranha Bytes have elected to stick with their proven combat system from the Risen games.
I suspect that a lot of the PB people are just burned out and tired; they've been making the same type of game for over 18 years now, which can't be all that fun anymore.
That's what I expect from ELEX as well: a long yawn in video game form. The only difference is that the game is now being marketed by Nordic Games, who seem to be quite good at their job.
It's not really the same people, from what I've seen (in the Credits) almost none of the people that worked on Gothic 1/2 worked on Risen 2/3 (some of them did on first Risen though)
Michael Rüve (CEO for R3, Technical designer on G1)
Björn Pankratz (Project Management, Game Design & Story on R3, Additional Game Design, Administration, Music, Quality Assurance, Additional Sound Effects on G1)
Sasha Henrichs (Lead Environment Artist on R3, Modelling on G1)
Mario Röske (Technical Artist on R3, Modelling on G1)
Horst Dworczak (Asset Outsourcing Manager on R3, Additional Game Design, Level Design & 3D Modelling on G1)
Stefan Kalveram (Game Design on R3, Quality Assurance on G1)
Roman Keskenti (Programming on R3, Additional Programming on G1)
Kurt Pelzer (Programming on R3, Additional Programming on G1)
André Hotz (Animation on R3, Character Animation on G1)
Mattias Filler (Additional Story on R3, Quality Assurance on G1)
I wouldn't say it's the same type of game anymore (aside from it being an exploration-based ARPG)... only Risen 1 is made in the Gothic mold, Risen 2/3 deviate from the formula in several key areas.
Probably (let's say most certainly) but I doubt few minutes of combat you've seen is enough to make a prediction either way. Gothic 1/2 combat on its own isn't that presentable (or particularly complex), it's the unique way in which they blend character and player skill (where the character actually gets better at handling the weapon instead of +10% damage standard ARPG fare) and enemy AI (one of the few games where enemies actually use their numbers to their advantage) that makes it such a good fit for those games.
I think you have an exaggerated perception of the Codex's positivity about ELEX, Bubbles.
ELEX's main innovations were better graphics, the jetbelt, a minimized GUI, and fewer stats. I wonder what the Codex would say if the next Elder Scrolls game were marketed with this "feature list".
That's the point I was trying to make. "Exploration-based ARPG" is a pretty narrow genre for a company that's been around for 18 years (many other RPG studios switched between isometric and third person or between real time and turn based gameplay in that time), and the "deviations from the formula" are exactly the elements I would identify as mainstream laziness; the games have only evolved in a very limited fashion over the years.
The closest point of comparison would probably be the Assassin's Creed series, and even those games have had greater differences between instalments, as I see it. Even Jeff Vogel made games as different as Nethergate, Geneforge, and Avadon in that time span.
If you want to argue really speciously, you can say that Vogel has limited creative retention as well: of the 6 people who are credited on Avadon, only two worked on Nethergate!
There were about ten seconds of combat in the presentation, nothing but the dino. Michael focussed heavily on "immersion, immersion, immersion" throughout the whole thing; if you listened to him, ELEX's main innovations were better graphics, the jetbelt, a minimized GUI, and fewer stats.
I wonder what the Codex would say if the next Elder Scrolls game were marketed with this "feature list".
Please give Bubbles more content work for the codex.
Sure, it seems to be more overlap than I remember but the key people behind Gothic 1/2 and founders of the company are no longer there and haven't been for some time. Focus should be on game design and additional game design.
Bubbles, what happened to that?I got as far as asking him what the biggest improvement in the EE was (“The AI”) before he cleverly purchased his escape by inviting us come to Ghent in two weeks.
Thanks. From the way that was written, I thought a visit was still due for later. It probably would have helped to link that inside the article.