Forgotten Realms: Demon Stone Interview

Article Index

Eschalon: Book II

Publisher:Atari
Developer:Stormfront Studios
Release Date:2004-09-14
Genre:
  • Action,Role-Playing
Platforms: Theme: Perspective:
  • Isometric
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GB: Any plans to provide the game on other platforms, maybe the Xbox or even the PC?

SFS: Check with Atari for details on this!


GB: Do you intend to stick with three classes for the game, or is it possible you may add more before release? Any plans to include hidden or "locked" characters?

SFS: We feel that a party made of a fighter, a sorcerer, and a rogue offers an interesting mix of great gameplay opportunities, so yes, we're sticking with those three. As for hidden or locked characters, we've got some interesting ideas on that front, but nothing definite to announce yet.


GB: Will each character's equipment be separate, or will loot be put into a "pool" that all three characters can choose from? If it will remain separate, how will trading occur between each character? Additionally, will magic items the player finds be completely random or will we see classic unique items from the Dungeons & Dragons ruleset?

SFS: It's a little bit of both -- experience and gold are shared equally between the characters, but you upgrade each character individually, both in skills and in weapons, armor, and magic items. We are definitely including unique items from the D&D rule set, such as frost brand and flame tongue swords, daggers of wounding, robe of the archmagi, belt of giant strength, elven boots, potions, pearls of power, ring of jumping, Dwarven plate armor.. The list goes on.


GB: Tell us a bit about how the combat system will work and how the characters will react as the player switches between them.

SFS: Basically, our goal is for the AI of the party to feel as intelligent and responsive as possible, so when you're playing a character, you should find that the other characters work to support you. For example, if you're playing the Fighter and get low on health, the Sorcerer will cast a Protection spell on you to help out.

The combat system is a pretty straightforward combo system, where you're rewarded with more experience points for using combos and more advanced combat tactics. Killing enemies also charges up your "super meter" -- when it's charged, the player can use a devastating area attack that kills enemies all around them. Each character has one of these, so it becomes an incentive to switch to that character when their super is charged up.



GB: In conclusion, what gameplay aspects do you feel will set Forgotten Realms: Demon Stone apart from the other action RPGs available on the market? Any other final comments about the game?

SFS: Switch on the fly gives the player a whole new palette of gameplay choices. It also creates a whole new layer of strategy to action adventure games. Should you run into the combat with the fighter and concentrate on using cool combos? Or is it better to switch to the rogue and use the shadows to kill enemies quickly from behind?

As the gameplay situation changes, the player can quickly adapt by switching to the character best suited for the new challenge. Imagine that while the player battles a large group of huge Trolls, a group of Troll rock throwers appear in the background and begin bombarding the 3 heroes with rocks. Instead of having to battle through the melee Trolls, the player can switch to the sorcerer, cast a hold monster spell on them and then pick them off from afar with his lightning bolts.

There isn't always one right answer about which character you want to use in a given situation. One player may find that he progresses faster featuring the rogue, another may think she plays best with the sorcerer, etc. Different people have different styles of play, and we hope to see debates on the boards about which character is really the best one to feature in a certain level.



We'd like to issue our thanks to everyone at Stormfront Studios for taking the time to answer our questions!