Hi everyone, I've had the chance as a press member to get an exclusive presentation of the Foundry, for which I shall thank Lindsay Haven (and the other developer who was handling the game, whose name I don't know unfortunately) and Riccardo Comazzi, my contact at Perfect World who handled the appointment. Then I also got my hands on the game at the public area.
http://translate.google.it/translate?sl=it&tl=en&js=n&prev=_t&hl=it&ie=UTF-8&layout=2&eotf=1&u=http%3A%2F%2Fwww.upperpad.com%2Farticoli%2F6103%2FNeverwinter.aspx
This is my article about the whole thing, if you have any further questions, just ask!
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for those that are having issues
The mark of Dungeons & Dragons, created in 1974 by Gary Gygax (which can be considered the ancestor of modern Role Playing table), even after thirty years continues to expand through the media. After the RPG table there have been ups and downs with film products (to forget, unfortunately) to other video game far more deserving, among which are the masterpieces of Bioware, or Baldur's Gate and Neverwinter Nights, both set in the setting most famous and played D & D, Forgotten Realms. While Baldur's Gate recently returned to the scene with a remake expected in the coming months, Neverwinter, originally planned as a simple online RPG cooperative, took an important turn when Perfect World has acquired Cryptic, the software house California already developer of games such as City of Heroes, Champions Online and Star Trek Online. The target of the game is changed then in MMORPG, on which Cryptic has accumulated considerable experience in recent years, based on the model free-to-play games that already characterizes many of the portfolio of Perfect World and now is about to become dominant in the genre. The transition has not been too painful, however, because most of the systems developed for a cooperative online RPG can also operate in a MMORPG, so, one of the most significant changes, must be included the addition of persistent areas around the city of Neverwinter (which in addition to being the social gathering of the players will have a crucial role in the development of the story), which may occur from time to time some special events clearly designed to push collaboration between heroes (following the same trend pursued by Guild Wars 2, RIFT and others), and the inclusion of features typical of the genre as Auction House, Post office, Bank and so on.
Our turn at full speed of Gamescom included a stop at Perfect World (whom we thank for the collaboration), so we could view a presentation of the most anticipated feature of the game ever, or the Foundry (The Forge), shown for the first time its the show in Cologne. The short demonstration has reinforced our belief that this may be the true ace of Cryptic, essentially differentiating the product from all other direct competitors currently on the market. It is not in fact a unique Neverwinter absolute, but rather a feature that Cryptic has included in its title since the days of City of Heroes, continued his tradition with Champions and Star Trek. The California home has always believed strongly in the importance of providing users with a powerful tool to generate content and their communities have greatly appreciated. However, this system seems to be coupled perfectly with Neverwinter, since both the RPG Dungeons & Dragons Neverwinter Nights The two founded their own success on the proliferation of adventures created by the players (more precisely from the Dungeon Master). From what we could see, the editor is extremely powerful. We were shown step by step the creation of a short quest and immediately seemed obvious attention to detail: The options available to the DM are many, to the point that probably the best missions created by the user will be indistinguishable from those issued by Cryptic. To begin with, you can choose any NPC in the game world to act as a "quest-giver" and take the place of the usual writer, so being able to manage the dialogue is from the NPC that the player's hand. In addition to the quest text, in fact, the DM may add additional dialogue options usufruibili by gamer lore to know more details about the plot of the mission. This is not all, however, because Cryptic is also known for the extraordinary completeness of the editor of characters in their games (which, after all, is not surprising, considering that two out of three titles were on superheroes) and of course Neverwinter will be no exception, providing many customization possibilities for both the avatars of players as for the NPC that the DM will choose to populate their missions. A similar variety has been shown us regarding options for the construction of level, ranging from luxurious residence along the cave (or dungeon) classic, but the creativity of the individual will be able to conceive of any hybrid between the various locations. In short, in the final presentation of the Forge has left us very satisfied, since the tools developed by the California home seem made on purpose to make every Dungeon Master to give their best in all aspects that characterize the creation of a quest, so, the best results (culled from the other through a rating system or not) can only be of very high level.
But in the end even the best development kit can not entirely make up for the game mechanics, where they were lacking. For this we went to stand in public and we tried the game in first person. One mission was available, an assault on a fortress, but the feelings were still good: the combat system is purely action, so much so that on screen you will also notice the presence of a viewfinder, and the choice of ability is limited according to the new direction taken by Guild Wars 2. With left and right mouse buttons will perform the basic skills of the class, then there are those intermediate (mapped by default the buttons Q, E and R), and the so-called Power Daily activated by pressing keys 1 or 2. These are the most powerful shots and, although unlike the name (borrowed from the edition table) are not limited to one use per day, can be thrown on enemies only after filling of the famliare d20, which occurs through the use of other skills. The graphics looks just nice and clean, although not a miracle complexity of effects and the like. Last but not least, we asked for light on a PvP mode and it was confirmed to be present since the launch, the team is very excited about it, but we'll have to wait to learn more. By the way, just during Gamescom, it was announced a slight delay for Neverwinter, moved the last quarter of 2012 to early 2013, but after having seen and tried the game we would like to endorse this choice: no doubt the boys and girls Cryptic are on track to produce a product that can compete successfully in a market packed with competitors such as the fantasy MMORPG, and in this course a few months of corrections and improvements can only benefit. Expect to be able to dissect the game freely in the beta, but in the meantime, we invite you to keep an eye on this title, which could be a pleasant surprise to those who do not know him yet.
It's not fair such an article could be made into a Borat joke.
Anyway, as I said previously I'm open to questions. As you probably got anyway from whatever you could make out of the text, I liked the game, a lot, as a long time D&D fan. Can't wait for Beta!
Thank you for the detailed information. Every article reveals more about the game, and th Foundry is wowing us beyond our expectations!
Like it or not,,especially with its tabletop origin nerd/satanic stereotypes, D&D is a niche gaming market, even if it did inspire things like WoW.
Absolutely! Read that Cryptic/PWE? Expose this more! Like a pandemic Swine Flu exposure!
(Without the loss of life side effects of course.)
I hope they do TV Commercials and TV Promos like they did with Star Trek Online. Unlike what they did with STO though, I hope that if they are planning on it that they do these TV Commercias/Promos before launch and after launch.
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SOE does World of War Craft commercials, so why not Neverwinter Online with Cryptic?
SOE? You mean Blizzard right?