Just Adventure + Review: Arcanum

ARCANUM:
OF STEAMWORKS AND MAGICK OBSCURA

Developer: Troika
Games

Publisher: Sierra
Release Date: August 2001
Platform: PC


(JA Forums will be back)


Review by Ray Ivey
November 2001

 

 

Arcanum

When Fallout was
released in 1997, it was hailed as a landmark RPG. Its post-apocalyptic
setting was a welcome change from the relentless parade of D&D-inspired
wizards and elves, and the concept of an RPG without magic was downright
revolutionary. Add a delightfully flexible character development system
and a jaunty out-of-left-field sensibility, and Fallout added up to
be a great game. Its sequel was equally beloved by RPG fans.

Click to enlargeSubsequent
to the release of Fallout, several of the key members of the
game’s creative team formed Troika games, and decided to see if they
could shake the RPG world up once again.

The result of their labors
is Arcanum, and it has a stunningly innovative basic premise.
It takes place in a traditional fantasy world that is undergoing a
mysterious industrial revolution. That’s right, sports fans, magic
and tech pitted against each other in the same game! This is a tantalizing
prospect for any RPG, and the good news is it’s not the only thing
that’s special about Arcanum.

A QUESTION OF CHARACTER

Arcanum sports the
most brilliantly open and flexible character creation and development
system I’ve ever seen in a role-playing game. You pick your character’s
name, sex, and race . . . and that’s just the beginning. Unlike many
RPG class systems, which include many restrictions on weapons, skills,
and classes, the world of Arcanum‘s character building is limited
only by your imagination. Beyond basic strengths and weaknesses (elves
are better at magic, half-ogres are really strong, dwarves are good
techies), the rest is up to you. Want to create a high-tech elf thief?
Go for it. How about a gorgeous halfling diplomat?

Click to enlargeThe
player gets to distribute a certain number of points among the character’s
base attributes (Strength, Charisma, Dexterity, Beauty, Intelligence,
Willpower, and Constitution). You then follow your own path, developing
your stealth skills, your magic abilities, your traditional melee
prowess, your technical expertise, and even your social skills.

There’s a tremendously
fun optional feature in the character building system. It’s called
Background, and it lets you choose a back story for your character
that essentially lowers your base stats in one area significantly
in order for a juicy bonus in another. There are dozens of these Backgrounds,
and they have wonderful names like “Raised by Knife Throwers,”
“Mad Scientist,” “Miracle Operation,” “Special
Person,” (yes, it’s what you think) and my favorite, “Nietzsche
Poster Child” (more critical failures but faster experience accumulation
– a reference to the philosopher’s famous line “what does not
kill me makes me stronger.”) I picked “Beat With An Ugly
Stick” for my techie dwarf, and got a significant bonus to my
intelligence in exchange for a bargain-basement beauty score.

As the game progresses
and you are rewarded with points for experience, you can spend those
points on beefing up your base attributes, developing a wide range
of skills, or even getting “degrees” in tech or “magick.”
The possibilities are so wide-open it almost causes vertigo.

Click to enlargeThe
game starts out with one of the coolest opening movies I’ve ever seen
in a game; it’s like something out of a primitive science fiction
epic a la “From the Earth the Moon.” After surviving a harrowing
zeppelin crash, you are accosted by a curious character who seems
to think you are connected to some strange religious revival. You
quickly get drawn in to the politics of the local town, but the realization
that you’re the target of mysterious assassins grabs a certain amount
of your attention as well.

As in most RPGs, you begin
weak and poor, and begin building up your experience by doing minor
quests around the first town. Can you help me rob this bank? Can you
help me foil some bank robbers? Can you deal with the pesky bandits
guarding the bridge leading out of town? Can you sabotage the new
steam locomotive the mayor’s so proud of? There’s a lot going on,
and the main plot has barely even been hinted at yet.

As you develop your character,
you make decisions about whether you’re going to go the tech route,
the magic route, neither, or something in-between. These decisions
greatly affect not only your abilities to use tech and magic items,
but also the reactions you get from other characters in the game.
In other words, get too good at tech, and the salesman at the magic
shop won’t even talk to you.

Click to enlargeOver
the course of the game’s huge story, there are many quests and sub-quests,
and many of them are optional. The type of character you play also
affects these quests greatly as well. Some quests are only available
if you have very high charisma. Some quests are required to achieve
mastery in a certain skill..

The amount of NPCs in your
party is also dependent on your character. The bigger your charisma,
the more people you can talk into joining you at any one time.

If this whole setup sounds
intriguing and flexible, it is! And I can also report that, like any
deep RPG should, Arcanum boasts a fascinating and detailed (and epic)
storyline. I just wish I could say that the game is all good news.
Alas, it is not.

THE BAD, THE UGLY, THE
BORING

In attempting an RPG this
ambitious, I’m afraid Troika has bitten off more than they can chew.
For every cool feature of the game I can tell you about, there’s a
dog of a feature to counteract it.

First up in the Bad News
department is the game’s graphic design. The beautiful afore-mentioned
opening cinematic notwithstanding, the general gameplay screen graphics
in Arcanum are a surprising disappointment. The game is presented
in 3rd person, overhead isometric view, and while the game takes place
over a huge area, the environments are colorless and visually
uninteresting. These days it seems like Click to enlargeeven
bad games at least look good, so it’s a pretty big mistake
for a game’s looks to be sub-par.

Next, movement and traveling
are a big bore. Even basic movement around a town or large building
is needlessly frustrating and cumbersome, and when you leave town
to go journeying to your next major location, it gets really bad.
Your party is constantly beset by hostile creatures that need killing.
While this is valuable early in the game when you need to beef up
your party’s stats, by the end of the game it becomes remarkably tedious.
Especially since, on long journeys, you’ll often be interrupted for
these meaningless little battles six, seven, or eight times!

The game also sports the
dullest group of non-player characters I can remember enduring. The
recent Bioware/Black Isle games have set the bar extremely high in
this department. which probably makes this group of clods seem worse
than they are. But compared to the rich parade of interactive characters
in Planescape: Torment and the Baldur’s Gate series,
the NPCs in Arcanum are about as exciting as an after-school
Esperanto club.

The game’s worst failing,
however, has to do with balance. Or, more specifically, lack thereof.
Balance is a tricky tight wire act in any RPG. In a game with as much
flexibility as Arcanum, it’s proved beyond the designers’ abilities.
The experience point system, central to the game mechanics of any
role-playing game, is ridiculously and (worse) illogically skewed
in favor of the melee fighting style. The game rewards you points
based on the number of times you whack a monster. So you rack
up far more XP with a dull knife and low skill than with one good
round of aggressive magic or devastating bullet from your rifle. I
began the game excited to develop my tech skills, but began to get
frustrated as I seemed to only be rewarded for putting points into
the melee. So I ended up playing a tank – and I could have replayed
Diablo II if I felt like playing a tank!

Click to enlargeEven
worse, by the game’s last third, I became such an overpowered
character that the endless battles became stultifying exercises in
tedium. I think it’s safe to say that if I can kill a full-grown grizzly
bear with one or two swings of my sword, that things are a bit on
the lopsided side.

I can imagine the talented
designers at Troika advising me, “Well, try the game again, this
time as an elemental mage! Or an explosives expert! Or a diplomat!”
And while those would undoubtedly all provide with different game
experiences, I was so exhausted by the time I finished Arcanum
that the idea of ever playing the game again filled me with dread.

BEST OF LUCK NEXT TIME

Arcanum strikes
me as a game that could have a great sequel. If the designers can
figure out a way to achieve real and compelling balance in the game
– and tart up the graphics a good deal – they might have a truly great
game on their hands. What they currently have is an admirable experiment
that fails.

Ray’s Final Grade: C

If you liked Arcanum then:

See: The
Name of the Rose
by Umberto Eco
Play: Fallout of course
Read: The Difference Engine by William Gibson and Bruce
Sterling

System Requirements:

PII 300 or equivalent
64 MB RAM, 4X CD-ROM
8MB VRAM
1200 MB disk space
Mouse
Sound card
DirectX v7.0a.

Ray Ivey

Ray Ivey

A gaming freakazoid, Ray enjoys games on all platforms. Also loves board games, mind games, and all puzzles. Co-wrote the Entertainment Tonight trivia game and designed puzzles for two Law & Order PC games. Also a movie freak, bookworm, and travel bug. Thinks games of all kinds are a highly underappreciated force for social good, not to mention mental and psychological health.   Ray's favorite adventures include the "Broken Sword" and "Journeyman Project" franchises, "The Dark Eye," "The Feeble Files," "Sanitarium," "Limbo," "Machinarium," "Riven," "The Neverhood," and "Azrael's Tear." His favorite non-adventures include the "Thief," "Uncharted," and "Ratchet & Clank" franchises, all of the Bioware RPGs, Skyrim, and Final Fantasy XII.   Ray writes about the movies for the Bryan/College Station Daily Eagle, which is the old-fashioned thing called a "newspaper." He's been on eight game shows. He's taught in seven countries and has visited twenty-one. His favorite classic movie star is Barbara Stanwyck and his favorite novel is "The Hotel New Hampshire" by John Irving.