Lionheart: Legacy of the Crusader Interview

Article Index

Eschalon: Book II

Publisher:Interplay Entertainment
Developer:Reflexive Entertainment
Release Date:2003-08-13
Genre:
  • Role-Playing
Platforms: Theme: Perspective:
  • Isometric
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GB: Can you briefly explain how the magic system will work, and give some examples of spells that will be available in the game?

Ion Hardie: The background for our magic system is a bit different from traditional fantasy RPGS. When the Disjunction occurred, it unleashed various spirits and powerful beings from other planes. While on Earth, these spirits were essentially powerless without a vessel, so many of them sought out suitable hosts. When you make your character, you will be able to choose which kind of spirit you would like to become a host for; currently there are three spirits to choose from. Although the choice of a certain spirit does not prevent you from pursuing any specific kind of magic, it will give you certain advantages. In Lionheart, magic will be a skill-based system divided into three classes: Thought, Divine, and Tribal. Thought Magic has more of an elemental bent (fire, cold, electricity), such as Ice Storm, which rains cold death down from the heavens. Divine is more healing and self-improvement, such as Divine Might, which initially affects your damaging strength and later, as the spell gets better, all allies in a radius. Tribal is more summoning and modifying other characters, such as Summon Undead, which summons undead warriors to fight for you. Within each of the spell classes is a skill tree of specific spells. As you gain skill points by leveling, you can improve the power of a certain spell by adding skill points to it. By placing skill points into spells, you'll be able to access other spells within the magic class, since many of the more powerful spells have skill rank requirements. To cast magic, you will need to spend mana. Unlike other fantasy RPGs, mana is not based on intelligence, since your spirit generates your magic power. The current model we are exploring instead uses your perception and charisma stats - perception allows you to attune yourself to the spirit, while charisma allows you to better impose your will on the spirit to tap its magical energy.


GB: What sort of magical equipment can we expect to see in the game? Could you give us a specific example or two?

Ion Hardie: One of the cool things we are doing with magical items is that, not only are lots of magical items being randomly created as you play the game, but the strength of the abilities that are added to the base model are determined by how powerful the character is when they find it. For example, if you find a (Two-Handed Sword, Firebrand), then the amount of potential fire damage that the sword can do on a successful strike is dependant upon how powerful the player is when they found it. Designers have the ability to give specific magical strengths so that very powerful items can be found, or stores only have certain types of items, but in general items that are fought for are tailor-made to be balanced for your individual character. We are also having lots of different types of magical equipment, such as amulets, rings, cloaks, gauntlets, belts, wands and the like.

We are also having specific Artifact items that the player can find, and can also be quest items in the game, that have special powers and/or abilities. Some of these have names linking them to historical people and events, while others are totally fabricated for our story.



GB: What types of creatures will the player be up against in their journey? Any particular monsters that you can elaborate on?

Ion Hardie: There are a large number of monsters in the game, but overall there are a fair number of NPCs that could be either opponents or allies depending on how you play your character. The current list for NPCs is over 100, containing monsters, monster variations, special NPCs, and player characters. The creatures you will potentially square off against range from mindless undead to wild beasts to highly intelligent and motivated enemy characters. A specific example of one of these creatures is a barbaric, yet intelligent enemy race that does a remarkable amount of gloating about gruesome and grisly pursuits. In writing their dialog and creating their look, our team did some historical research and chose to blend their historical roots with those of the Mongol hordes that swept the Eurasian continent in an earlier time period. Without giving too much away, the high-brow and darkly-comedic grotesque encounters that these creatures play a role in are fascinating and humorous to become involved with.


GB: Can you give us some details about the NPC companions that will be able to join the protaganist for specific quests in Lionheart? How long will these NPCs stick around? How much control will the player have over them?

Ion Hardie: The amount of time a give NPC stays with you and the amount of control you have over them is dependant upon many factors. For the most part NPCs join with you because your paths have crossed along the way toward a similar short-term goal, and once that goal is accomplished, they tend to go their own way. What is really exciting and unique about Lionheart is that you will have the ability to meet and join with actual historical figure NPCs: famous scholars, artists, conquistadors, and politicians of the time. In addition to Leonardo DaVinci and Galilelo, you will also be able to meet Machiavelli, the Italian philosopher, and Cervantes, the Spanish author. Each of these characters will reflect their historical personalities in some ways, but will also reflect differences as a result of the alternate history. The introduction of magic into the world has allowed some of these historical figures to live longer than their real historical counterparts. Along the way there are a host of historical figure NPCs you can meet that will give you quests or join you for a time on your journey. As far as party control goes, you can directly tell them what to do, such as stop here, fight, flee and so on.


GB: We've read that up to three players will be able to play cooperatively through the game. Do you plan on having any further multiplayer functions? Maybe a way for players to participate in some PvP combat?

Ion Hardie: Actually, we are supporting 4 players in our cooperative multiplayer mode. At this point we are focusing primarily on having the cooperative multiplayer component, which will allow up to four human players to go through the single player story cooperatively. In single player mode you create your protagonist and at any given time may have a number of NPCs who have joined with you. But NPCs that join you along the way don't necessarily stay with you for the entire game. So in single player it is unlikely you'll be walking around with an entourage of 4 characters very often unless you summoned them. But in multiplayer, you can start the game with 4 characters. This changes the dynamic of play quite a bit because diverse characters will be able to work together more as a team and capitalize on their individual skills more. The game also balances levels based on how strong your party is. The more players you have, or stronger your individual character, the more enemies are created to fight, more powerful enemies are spawned, or a combination of the two. Currently there is no plan for PvP combat. We set out to balance and create the game for a good cooperative multiplayer experience and that's it. If we can do that well, I will consider our multiplayer experience a successful one.


We'd like to issue our thanks to everyone at BIS and Reflexive Entertainment, especially Ion, for taking the time to answer our questions. We hope you enjoyed reading the answers!