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Episode 104: Arx Fatalis

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Contenido proporcionado por Patrick Arthur. Todo el contenido del podcast, incluidos episodios, gráficos y descripciones de podcast, lo carga y proporciona directamente Patrick Arthur o su socio de plataforma de podcast. Si cree que alguien está utilizando su trabajo protegido por derechos de autor sin su permiso, puede seguir el proceso descrito aquí https://es.player.fm/legal.

Arkane Studios was founded with a dream: to create a sequel to the highly revered grandfather of immersive sims Ultima Underworld. Unfortunately for them, they couldn’t quite secure the rights to the IP, and instead decided to make a game that was evocative of the original in every way. Enter Arx Fatalis, a game that was released to widespread critical acclaim, but unfortunately for Arkane suffered commercially. It wasn’t until the far more action orientated release of Dark Messiah of Might and Magic that Arkane started to see more widespread appeal.

But did the original Arx Fatalis deserve to go under the radar? It features an unusual magic system where players have to inscribe runes on their screen to create spells. Its level design is a complicated web of caverns layered on top of one another with secrets galore connecting them together. And its quest design is almost puzzle-like in structure, requiring players to have their wits about them to actually progress through the game. Does this all add up to a dream game for immersive sim purists, or is it just a messy and janky homage to a much greater game?

On this episode, we discuss:

Level Design.

How easy is it to navigate the labyrinthian caverns that make up most of the world of Arx Fatalis? Is it easy to get lost in the web, or are objectives always clear despite the lack of quest markers?

Combat.

How enjoyable is the combat in Arx Fatalis? How does melee combat stack up against other first person fantasy RPGs like Skyrim? Does spellcasting give you a different approach to combat like in Dark Messiah?

Puzzles.

Arx Fatalis features some fairly involved puzzles in its dungeons, like the crypt or mysterious Hall of Illusions. How well are these puzzles integrated into the regular gameplay and interface? Does the game make full use of your utility spellcasting options to create the most interesting puzzles possible?

We answer these questions and many more on the 104th episode of the Retro Spectives Podcast!

Intro Music: KieLoBot - Tanzen K

Outro Music: Rockit Maxx - One point to another

Arx Fatalis OST: Kemal Amarasingham, Simon Amarasingham

Arx Fatalis Libertatis Mod

Join the conversation and recommend us games to play on our community discord server!

You can support the show on our Buy me a Coffee Page!

  continue reading

128 episodios

Artwork

Episode 104: Arx Fatalis

Retro Spectives

28 subscribers

published

iconCompartir
 
Manage episode 361706042 series 2616534
Contenido proporcionado por Patrick Arthur. Todo el contenido del podcast, incluidos episodios, gráficos y descripciones de podcast, lo carga y proporciona directamente Patrick Arthur o su socio de plataforma de podcast. Si cree que alguien está utilizando su trabajo protegido por derechos de autor sin su permiso, puede seguir el proceso descrito aquí https://es.player.fm/legal.

Arkane Studios was founded with a dream: to create a sequel to the highly revered grandfather of immersive sims Ultima Underworld. Unfortunately for them, they couldn’t quite secure the rights to the IP, and instead decided to make a game that was evocative of the original in every way. Enter Arx Fatalis, a game that was released to widespread critical acclaim, but unfortunately for Arkane suffered commercially. It wasn’t until the far more action orientated release of Dark Messiah of Might and Magic that Arkane started to see more widespread appeal.

But did the original Arx Fatalis deserve to go under the radar? It features an unusual magic system where players have to inscribe runes on their screen to create spells. Its level design is a complicated web of caverns layered on top of one another with secrets galore connecting them together. And its quest design is almost puzzle-like in structure, requiring players to have their wits about them to actually progress through the game. Does this all add up to a dream game for immersive sim purists, or is it just a messy and janky homage to a much greater game?

On this episode, we discuss:

Level Design.

How easy is it to navigate the labyrinthian caverns that make up most of the world of Arx Fatalis? Is it easy to get lost in the web, or are objectives always clear despite the lack of quest markers?

Combat.

How enjoyable is the combat in Arx Fatalis? How does melee combat stack up against other first person fantasy RPGs like Skyrim? Does spellcasting give you a different approach to combat like in Dark Messiah?

Puzzles.

Arx Fatalis features some fairly involved puzzles in its dungeons, like the crypt or mysterious Hall of Illusions. How well are these puzzles integrated into the regular gameplay and interface? Does the game make full use of your utility spellcasting options to create the most interesting puzzles possible?

We answer these questions and many more on the 104th episode of the Retro Spectives Podcast!

Intro Music: KieLoBot - Tanzen K

Outro Music: Rockit Maxx - One point to another

Arx Fatalis OST: Kemal Amarasingham, Simon Amarasingham

Arx Fatalis Libertatis Mod

Join the conversation and recommend us games to play on our community discord server!

You can support the show on our Buy me a Coffee Page!

  continue reading

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