Tag Archives: diablo

FORCED Action RPG for Linux – a Diablo Meets Left 4 Dead Game

More and more games that make their debut on Kickstarter have Linux support, and FORCED is one of them.

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The avalanche of games that propose the Linux platforms as a goal in the Kickstater project only strengthens the fact that Linux is becoming a major player in the entertainment business.

FORCED is a cooperative arena combat game, but it has no rival when it comes to the gameplay. It’s a mix of several genres, but at its core it is an action role-playing game.

“You work together with your friends to succeed in ever more dangerous trials over a diverse set of arenas. As your team racks up victories, you’ll get to level up and customize your skills with the 4 different weapons. If you enjoy fast-paced combat, skill experimentation, and game systems that promote teamwork, then FORCED might be the game for you,” states BetaDwarf, the developing studio.

The game can be best described as a Diablo 3 meets Left 4 Dead. It focuses on teamwork and has a lot of features promoting this angle: the Spirit Mentor, the combat mark system, arenas balanced for 1-4 players, and the knockback system that rewards players for combining their attacks as it results in enemies being thrown to the ground.

One of the new mechanics introduced in FORCED is the Spirit Mentor/Orb. This is an extra party member with special powers and an ethereal form, which the players must control in unison.

The successful control of the Spirit Mentor/Orb will be key in ensuring the victory in a map.

FORCED also features boss battles, 30+ unique trials, four classes (Spirit Blades, Volcanic Hammer, Thunder Bow, and Frost Shield), a new a combat mechanic, and online, LAN & local co-op.

The Official word form the Kickstarter campaign:

FORCED is a fast-paced cooperative arena combat game. In it, you work together with your friends to succeed in ever more dangerous trials over a diverse set of arenas. As your team racks up victories, you’ll get to level up and customize your skills with the 4 different weapons. If you enjoy fast-paced combat, skill experimentation, and game systems that promote teamwork, then FORCED might be the game for you.

We are among top 3% on Steam Greenlight now. We’re confident that FORCED will be Greenlit. But your votes will definitely speed it up.

https://youtu.be/TbECPmE0kj0

FORCED has a heavy focus on teamwork. There are so many features promoting co-op; the Spirit Mentor, the combat mark system, arenas balanced for 1-4 players, and the knockback system that rewards players for combining their attacks as it results in enemies being thrown to the ground.

Forced The Spirit Mentor

A completely new and innovative cooperative mechanic. The Spirit Mentor/Orb is essentially an extra party member with special powers and an ethereal form, which the players must control in unison. They do so by calling him over, and if he touches a shrine while traveling – it will unleash its power. Controlling the spirit mentor is key to success, and he makes every trial unique as his immaterial essence must be used to bypass obstacles and unlock the devious contraptions of the arenas.

Forced is challenging

FORCED is challenging; there are no difficulty levels or short cuts to victory. If you complete FORCED you can be proud! Success is totally up to you, as there are no random values or damage you have to endure. The game will feature many boss battles and 30+ unique trials, each designed to test the limits of your skills and creativity. Enemies make use of a special tactical AI system, which enables them to work together. They will make use of each other, either by enhancing the strength of their allies – or using them as fleshy shields.

Forced is highly customizable

With 4 classes: Spirit Blades, Volcanic Hammer, Thunder Bow and Frost Shield, each with 16 unlock-able skills, players have millions of team combinations to experiment with. Combine abilities and plan choices to create a unique killing-combo-style. No skill choice is permanent, but they must be unlocked, and players can freely change both weapon and skills to counter the ever-changing trials.

Forced combat system

Marks are a combat mechanic and players have skills that add or spend marks. This allows for great creativity regarding co-op combat and responsibilities. For instance, let the bow mark a few targets and the hammer spend them with his powerful volcanic strike.

You have been marked as heroes for your entire life. When you come of age, ancient tradition dictates that you travel down a mysterious tunnel. The tunnel is the only exit out of your village, surrounded as it is by massive cliffs. No one has ever returned from the tunnel, and no one knows where it leads. However, you have realized that you won’t solve the mystery of your village’s fate unless you uncover where the tunnel leads.

FORCED Action RPG Specificatons
  • DRM free version
  • Intended platforms: Pc, Mac, Linux, Xbox360, PS3 (see risks and challenges)
  • Online, LAN & local co-op
  • Controller support, works well with Steam Big Picture
  • Up to four players on the same computer/console.

Original Source: softpedia.com

”linux-game-gaming-gamer-news” title="Linux Game News

GDC Online: Blizzard Creative Boss Calls Writers ‘Keepers Of The Flame’

At GDC Online in Austin, TX on Monday, Chris Metzen, Blizzard SVP of creative development, explained the role of the writer at the World of Warcraft studio — and it turns out that to be a writer on a game development team, you need to be able to do more than just “sling hot sentences.”

He admitted that Blizzard — with all its success from franchises like Warcraft, Diablo and Starcraft — “isn’t necessarily known as the best story shop in the business.” But what Blizzard’s writing does have going for it is “heart,” he said.

“To us [writing] is not about the best [story] hooks in the world, or the most clever hooks,” he said. “…It’s not about being the most unique in the world, or the best-written dialog in the world. To us it’s about heart, it’s about the engagement.”

He added, “That might sound naive, but at the end of the day there are amazing game companies out there, and great minds at work. There’s a lot of competition for peoples’ attention. You’re always going to get clobbered on ideas, but what you won’t get clobbered on is expressing your personal ideas and experiences — your personal truth.”

Of course, in the games industry, conveying that personal truth as a writer must always involve the rest of the development team. “Writing for games, in our opinion, is a social engagement,” Metzen said. “At Blizzard, it’s super social. [For] writers at Blizzard, more often than not, writing isn’t their primary role on the team.”

He said writers need to do more than just “sling hot sentences.” They also have to be the map and the compass for the rest of the development team, which is knee-deep in other important aspects of creation like game design. “Over the arc of time over a game’s development, you’re the person holding the torch [for ideas].”

Metzen said, “As the design ebbs and flows, you’re the one holding the torch. The writer’s job is to hold the vision. It’s cheerleader, torchbearer, keeper of the flame. The writer needs to be the one in the mix, in the middle, and keeping the image in mind.”

Another key part of writing on a game development team is to know when to compromise, said Metzen. Writers need to lead, but they almost must adapt. . “While you’re the avatar of the hook and the story through the game’s design process … you need to know when it’s time to compromise.”

From his experience at Blizzard, he has found that writers need to keep in mind how their story melds with other parts of game creation. “You have to have the wherewithal … to not only accept that your ‘precious story baby’ will take a beating, but also have the stamina to [support] the continuance of the product.”

“Being creative with other people is very hard. Being creative alone is one thing, but doing that with other people can be really rough. The trick to it is being able to really hear and feel out what the group is needing at any particular time.”

For Blizzard, ultimately it’s the gameplay that comes first – even before story. “If you don’t make it fun in the first three minutes, you’ve failed,” Metzen said. “Accessibility in gameplay must come first.”

The fact is that if the gameplay is a turnoff, all the writer’s great story, the characters and the plot mean nothing if players don’t want to play the game. “If we can inspire and encourage and engage, then mission accomplished,” said Metzen.

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