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More Stuff on Horizons


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We check out an early beta version of Artifact's online RPG and get to fly the playable dragon.

Artifact Entertainment recently treated us to a demo of the latest version of its online role-playing game, which is now in limited beta testing. To set Horizons apart from other online RPGs, Artifact has designed the game to have nearly an equal focus on crafting as on adventuring. In fact, there are two separate level and class systems, one for adventuring skills, such as combat, magic, and healing, and another for crafting trade skills.

There's a sophisticated system in place to let you craft custom items, and the fact that there aren't neutral shops and that monsters don't drop ready-to-use items ensures that crafters will see strong demand for their wares. There are locations that group a number of trade-skill machines, like smelters and forges, that let craftsmen ply their trade. Crafting objects depends on finding resources, like leather and mithril ore, which are scattered around the world in deposits, which can run out and respawn in other locations. The better-quality metals, like mithril and adamantium, will naturally be harder to come by and could be a goal for group adventuring. Also, neutral monsters don't drop specialized items that can be used only by specific classes, but instead the items they leave behind can be recrafted to suit players' needs, so it's less likely that some members in an adventuring group will be left out.

We didn't get much of a look at the game's combat, but according to senior producer Steve Snow, Artifact is aiming for a team-based combat system that's more tactical than reactive. Scouts will play an important role in this by providing insight into how creatures will react to combat decisions and how they might change their target priorities. For example, a healer that would attract the attention of monsters if he healed the warrior who was taking the brunt of the attack would be able to gauge how much leeway he had. Artifact contrasts this to the combat systems in current games that put you in a role that's more simply reactive to neutral monsters.

Horizon's biggest hook is a surprising player class option: the dragon. It's actually possible to play as a dragon in the game, and there's a full flight model that we had a chance to play around with. The keyboard interface is simple enough, with keys to make a hovering dragon ascend or descend or move on a plane in any of the four directions. The dragon looks quite good as it slowly beats its powerful wings and gracefully banks for turns. Snow said that the mouse control is even more versatile, allowing you to pull off more sophisticated maneuvers like steep dives--though dragons won't be allowed to use their fiery breath from the air.

But as cool and powerful as the dragon is, there are some limits in order to balance the class and keep every player from choosing it. First, the dragon is heavily restricted in the types of skills it can acquire and is completely barred from using trade skills. It can't use or pick up most items, but it can use magical gems, which can be encrusted onto its scales. Dragons will go through several major stages of development, starting off in a juvenile form that can't fly, progressing to the adult form we saw, and eventually reaching the enormous size of ancient dragons. So that dragon-playing characters don't get left behind, there will be shrink potions that let them change forms and adventure in tight quarters.

Artifact showed us a number of impressive environments, including the dragon's region, which is particularly notable for the décor: magical flying rocks anchored by iron chains. The world of Horizons is seamless and won't involve any load times when transitioning from different types of environments. We'll have more on Horizons in the coming weeks.

By Sam Parker, GameSpot [postED: 03/10/03 - 05:23 pm pst]

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