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GDC 2001- Black Isle's Torn- new details

发布时间:2019-04-15 19:40

Today, Interplay announced the development of Torn, the latest project from its popular Black Isle Studios role-playing game division. Our previous news story includes the essential facts about the game, such as how it will use the same sophisticated role-playing system from Black Isle's critically acclaimed RPG Fallout. GameSpot had a chance to speak with the designers of the game at the GDC, and we gleaned much more information about it.

Essentially, Torn is designed to encompass the most successful elements of previous Black Isle games, most notably the core open-ended, character-driven gameplay elements. As in games like Fallout and Planescape: Torment, in Torn, a player character's statistics will not only influence his or her combat proficiency, but also his or her ability to communicate. Thus, intelligent and charismatic characters will have an easier time communicating with the game's many personalities. The game will also feature a system similar to Fallout's perks--there will be bonus character traits that you learn as you gain experience levels. The choice of six player races, the many different perks, and the multiple quest solutions are all designed to give Torn a lot of replay value and help immerse the player in the gameworld.

The game's setting, while ostensibly similar to other high fantasy settings, does have key differences that will be evident in the story, characters, and gameplay. The world of Torn is ancient, and the name of the game refers to the fact that the gameworld was quite literally torn into three distinct parts. A fractured land remained, along with two sorts of ethereal planes that struggled for dominance over the real land ever since. Because these three lands exist in an eternal conflict, the world of Torn--though very old--is still underdeveloped, and it's trapped in an equivalent of the Dark Ages. The world's back story takes the form of a rich creation myth: Prior to the coming of man, the world's divinities were stuck as to how exactly they wanted to populate their new world. With the flora and fauna in place, the g

ods wanted to create a sentient species in their image. But prone to strife as divinities tend to be, they couldn't agree on what, exactly, they would ultimately impart to their offspring. The world was torn asunder as a result, with its three shards eternally separated from one another. When the game's story takes place, however, the gods are still apt to encroach upon the human realms, subtly manipulating the destinies of humans by appearing in dreams and visions.

The game will feature familiar types of high-fantasy characters--the playable races include humans, dwarves, elves, ogres, and a catlike race called the sidhe. The designers are making an effort to retain the core features and personalities of these archetypes, but they're otherwise trying to be creative in their interpretations.

In a departure from previous Black Isle games, dialogue between characters in Torn will occur in real time. This will especially affect the multiplayer game, in which other players can continue going about their business while you converse. What this also means is, if you're trying to convince a character or impress a character, but you're not charismatic enough to do so, one of your other party members could possibly step into the conversation and try to help you out.

The game utilizes a refined version of Fallout Tactic's continuous turn-based system, allowing for gameplay that's essentially real time. As the game is based on Fallout's S.P.E.C.I.A.L. attribute system, action points are used to determine if and when a character can act. For Torn, Black Isle has altered the manner in which AP will regenerate--it will all depend on the character's total AP allotment per round and the amount used during his or her last expenditure. In effect, AP will replenish faster after cheaper and simpler options and more slowly after more expensive and complex actions. This, in a sense, makes it strategically sound for characters to wield lighter weapons--they'll actually be able to attack more frequently.

We'll have additional details on Torn, including video inter

views with the designers, soon.

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