Dark Messiah of Might & Magic Q&A
by Maarten Goldstein, Apr 11, 2006 10:56am PDTOver at 1UP you can find a new Dark Messiah of Might & Magic Q&A. Arkane CEO Raphael Colantonio and designer Julien Roby talk about unique challenges when it comes to games like this one, working with Valve, the Might and Magic license and mixing action and RPG elements.
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Comments
Raphael: As you know us from Arx, we craft our games very much. So, we don't base so much the locations in terms of 'how many', but more on 'how detailed' are these environments, and varied. There are a total of 30 maps, Julien, am I right? Could be a little more
Julien: Yes around 30.
RPGDot: Maps means cities/dungeons/buildings?
Raphael: Yes
Julien: Yes the game is mission based.
RPGDot: Oh...so there is no persistent world where you can walk anywhere anytime?
Raphael: No, there isn't. There are places that you come back and revisit in different contexts, but the highlevel experience is tied into a well crafted story, this is why we made the choice of going mission based for the structure (like some other cool games I won't mention Wink
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I don't know, linear action RPG just screams short play length. The one thing I always liked about MM games were the HUGE open ended world where you could go anywhere you wanted and progress at your own pace.
Finding towers where monsters would just kick your ass in 5 seconds was always a lesson learned, and so so satisfying to come back to. I guess that's what I pictured this game to be, Oblivion style with much more of an action focus, not a Might and Magic meets Ninja Gaiden style game.
Oh well, it is what it is I hope it turns out nice.
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http://www.1up.com/do/download?cId=3142946
I like to think this how Blade of Darkness would be if they made a sequel.
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The singleplayer sounds fairly short but the multiplayer should be quite interesting because there really aren't many fantasy shooters around.
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I hope it stays on schedule. I want to play the shit out of it at QC this year.
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(someone had to bring it up >_<)