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Heatwave Interactive | Play Now
MMORPG | Genre:Historical | Status:Final  (rel 06/21/11)  | Pub:Heatwave Interactive
Distribution:Download,Retail | Retail Price:$49.99 | Pay Type:Subscription
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GDC Hands-On Preview: Gods & Heroes

While attending GDC in San Francisco, Jon Wood had the opportunity to drop by the Perpetual Entertainment studios. While there, he had a hands-on opportunity with their upcoming MMORPG, Gods & Heroes: Rome Rising.

One of the great things, to me, about the Game Developer's Conference this year was that it was held in San Francisco. Not only is San Fran a great place to visit, but it is also the home of Perpetual Entertainment, the people who are bringing us the historically-based MMORPG, Gods & Heroes: Rome Rising.

On Tuesday last, I had the opportunity to not only tour Perpetual's studio, but also to get some hands-on time with Gods & Heroes. That being said, let's start with the cosmetic side of the game. How does it look? Well, I have to be honest when I say that it looks great. On top of the graphics, which are competitive with this new generation of MMOs, it's the animations that really set this game apart. Combat, for example, doesn't feel repetitive as your character not only acts to attack his opponent, but he also moves as not to be hit. I was pleasantly surprised when I killed an opponent and noticed that not only had I reduced his hit points to zero, but that I'd also literally buried my sword to the hilt in his gut. Mobs also get their own love, with special attacks that come with special animations. I watched, helpless, as one of the tiny goblin-esque creatures that I was fighting somersaulted under me, knocking me over, at which point I found myself with the creature on my back, pummeling me by jumping up and down. The animations weren't clumsy either, and the overall effect was quite real. If you're the kind of MMORPG gamer that enjoys graphical quality and interest, you're definitely going to want to at least give this new title a look.

Looks aside, it seems as though Perpetual is set upon the idea of giving players something new. This isn't your typical fantasy MMORPG. The typical fantasy MMO is set in a fantastical world. Gods and Heroes is set on Earth. The typical fantasy MMO includes many different playable races, while everyone in Gods and Heroes is Human. Typical fantasy MMOs rely on the idea of a player having control of only one character. Thanks to this game's minion system, Gods and Heroes allows you to control both your character and a number of minions. Obviously, this isn't your typical fantasy MMO.

Character creation, even at this stage in the game's development, is fairly impressive. It gives the player enough options to compensate for the game's lack of other playable races. I was able to feel as though my character weren't just generically pumped out of a mould, which I think is an important aspect of a game dominated by humans. Not only do you choose your character's class in this area, but you also have to choose your character's God. This choice plays a vital role in the progression of the game for your character.

While they might be the only playable race, the Humans certainly aren't the only race to appear in the game. Gods & Heroes: Rome Rising was built to take advantage of the plethora of real-world lore that comes out of the mythology of the ancient world. Centaurs, Cyclops and their mythological kind all have a place in Gods & Heroes. The petty and powerful gods of Olympus play an important role, guiding their children (the game's characters) through the game, and on to glory. With an idea like this, the game's makers are already talking about expansions. These expansions would add new areas of the world. Egypt, as only an example, is equally as rich in lore and mythology as were the Romans. "In five years time", says Chris McKibbin, the game's Executive Producer, "we want this whole thing to become Mythology Online".

The game itself though, should hold up to the history buffs among us (you know who you are), as the game is based in real-world history. "You can Google this stuff", said McKibbin.

Now that we've got some of the background out of the way, let's dive in and talk about game play elements and features for this game. After all, McKibbin said that the design included "Reward driven, excitement driven gameplay".

One of the first things that we were told about the way that this game is put together is that they are a story-driven game. Right from the beginning, players are meant to feel as though their characters are special, or unique. To that end, each character learns that he or she is the literal child of a God. The key to a story mechanic like this is that it has to be supported by game play mechanics. On top of being told that you are a god, the game supports this through the use of God Powers that are granted to the characters as they progress. These powers help to make you feel less like a mere mortal and more like the epic, half-god heroes of legend (think Hercules, but not Kevin Sorbo).

Now that we've discussed some of the myriad of other game features and issues, I want to talk a little bit about one of the game's most defining features, and also the focus of the tour. The Minion System.

The Gods & Heroes minion system allows each player to take control, not only of his or her toon, but also of a cadre of allies that will assist you and follow your orders. They will attack when you tell them to attack, and they will hold back when you tell them to hold back.

As you progress through the game, more and more opportunities present themselves to add to your growing number of minions. While the most that you can have active at any given time in a public area is four, you can have far more than that in your player's camp, ready to be called upon at the first opportunity. The total number of minions that you can have in your entire camp is limitless. "Collect them, use them, trade them with your friends". It sounds like a jingle for a child's game, but really describes the different uses for the multitude of minions that are available in the game. So far, there are 132 different minions that are available in the game. Each has different looks, feats, personalities and histories. Some will be easy to find, while others will be rare, and very difficult to come by.

Minions can be from one of a number of cultures: Romans, Gauls, Etruscans, Pirates, Bandits and more. On top of your run-of-the-mill human minions, each player will also have access to Myth Minions. Myth minions are exactly what they sounds like; minions born out of mythology to aid the half-god player in his / her tasks.

Controlling the minions is a fairly simple process, as you can designate the group's formation. You could, for example, place your minions in front of yourself like a human shield. This would be a sound tactic for nearly any spellcaster. At the same time, you could spread your warriors out, creating flanking opportunities. There are a number of pre-set formations for your minions. However, if you want to be more creative, players are given the opportunities to design and save their own formations that can be used at any time.

Minions level in the same way that players do. As they level up, their skills and stats improve the same way that a player's would. They gain new feats and new abilities, so your favorite minion will stay competitive with you as you advance.

As mentioned before, while you can only have four minions walking with you in Public Areas at a time, the other have to have somewhere to go. That brings us to the Player Camps. Player Camps were created not only as a place that will house minions, but also as a kind of home away from home. The camp is a totally instanced area where you can take care of a good number of "housekeeping" tasks. Things like equipping your minions, leveling them up, that kind of thing. These player camps will be populated by NPCs and occasionally, you will find a quest-giver there to help send you on your way to a new quest. You can also sell your loot here, which cuts down on traditionally tedious trips to cities in search of vendors.

With the very impressive models, graphics and above all, animations; not to mention the game's unique design elements, this is certainly a game to watch as it makes its way through its development process and into a retail launch.

More Gods and Heroes: Rome Rising Features:

Gods and Heroes: Rome Rising - Et Tu, RipperX? Media added on Tuesday July 12

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vingvega writes:
The game actually looks interesting.  I may give the beta a shot.  But will it be able to compete with WAR and AOC?  Have to see, have to see.
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3/13/07 10:44:30 AM
 
xauss writes:
this is shaping up to be a very good title with something for everyone. great combat, beautiful period architecture and feel, history, mythology rich, great pvp questing raids, and plenty for pvpers - FFAPVP servers, arena ladders and rewards, and contested zones when new factions are released
New Post Quote
3/13/07 11:37:04 AM
 
Javamancer writes:
Yeah this is looking really interesting.  This is my second most anticipated MMO in development, after AoC, and it's scheduled to be released several months earlier.  Hopefully it's as fun as the videos suggest.
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3/13/07 11:59:39 AM
 
Bzrk writes:

Amazing! 132 different minions you can choose from.

I read on the official forums that Egyptians and Barbarians are propably going to be in future expansions.

Anyway, looking forward to this game

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3/13/07 12:50:27 PM
 
Polrpg writes:
Originally posted by Javamancer
Yeah this is looking really interesting.  This is my second most anticipated MMO in development, after AoC, and it's scheduled to be released several months earlier.  Hopefully it's as fun as the videos suggest.

 I think exactely like you.
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3/13/07 1:27:24 PM
 
sololoco writes:

I was begining to like this game until I saw the word "instance".  Forget it, I hate games that have instances where other's aren't there unless by group.  That's why I didn't like Guild Wars and why I won't take to this one either.

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3/13/07 1:28:32 PM
 
checkthis500 writes:
Actually every single MMO out there has some form of instancing.  To say "I saw the word instance, so I'm not touching it" is kind of naive.  That means you'll probably never play another MMO as long as you live.

This game is looking damn good compared to how it did look.  I saw it last year and wouldn't have given it a second glance, but now it looks like a really well-made game.
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3/13/07 1:31:21 PM
 
Azanth writes:

This and WAR are the two games I'm most looking forward to. I really like that these titles are really trying to add something new to the genre, not just making "WoW/EQ with better graphics".

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3/13/07 2:05:34 PM
 
xauss writes:
Originally posted by sololoco

I was begining to like this game until I saw the word "instance".  Forget it, I hate games that have instances where other's aren't there unless by group.  That's why I didn't like Guild Wars and why I won't take to this one either.


theres a difference between an instanced game and a game that uses instances. GW and DDO are really instanced games where so much of a players time is spent within an instance that it stops becoming a MMOworld and becomes a series of encounters.

most (not all) MMO's use instances, we have seen descriptions from gaming sites of one of GnH's instances, that enables encounters including large scale warfare here...

IGN "The possibility for some very interesting instanced zones is clear. Large groups can be split and told to take care of several objectives in battle. Objective based instances are definitely going to need some organization to complete successfully, especially when it comes to killing off the Telchine gods. The question is how far Perpetual will go with this in the first retail release. They certainly have a lot of ideas, but making it happen technically is another thing. On Archimedes Island, players will have to storm a beach, defeat enemies in the area and then disable Archimedes mirrors on two bluffs that are burning ships trying to land. Once those ships can land, a base will be set up by NPCs at which point Greek armies will begin attacking at timed intervals. If groups want to keep the camp, they'll need to split their attentions from defending and completing some of the farther objectives. There's also some issue as to how larger multi-group parties might interact with each other in areas such as this. Whether there would be an overall commander watching the battlefield and giving orders or if it would be a more organic approach where players would have to figure out their own strategy on the fly."

however, although there will be a liberal use of quest and raid related instancing, GnH remains a gameworld where players will spend most of their time killing mobs, hanging out at the baths, visiting arenas etc...

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3/13/07 2:53:22 PM
 
netboyz writes:

Forget it.  This game has already jumped the shark.

 

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3/13/07 4:14:24 PM
 
Bzrk writes:
Er...why? This is one of the most promissing games out there.
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3/13/07 4:21:26 PM
 
Groto writes:

I would love to get into the beta of this. I agree with the above poster that looks like a game that is not just a WOW re-work. I am playing the beta of LOTRO now and it's actually pretty good. I already pre-ordered it, but I am interested enough in this title to take a serious look.

As far as instancing, most games have some form of instancing. In LOTRO they took it to a unique level where if a town is on fire, then you see it burnt if you ever go back, while others see it still on fire if they have not completed the quest. That is an example of an instance that doesnt fall under the normal. I happen on the other hand to love instances.

Sometimes you just wanna blow stuff up!

-Savij

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3/13/07 7:19:03 PM
 
Ruffoz writes:
What was this word again?...

oh yeah..

This is looking amazing!

Really looking forward to this game
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3/13/07 7:42:44 PM
 
Dathmar writes:
Nice one....looks good.
Although this preview mentions the gods of Olympus ?
Isn't this Rome Rising ?
Not Greece Rising
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3/13/07 8:02:25 PM
 
beauxaj writes:
Originally posted by Dathmar
Nice one....looks good.
Although this preview mentions the gods of Olympus ?
Isn't this Rome Rising ?
Not Greece Rising

They appear to be using the Roman Gods for the most part. Jupiter, Pluto, Juno etc.

 

New Post Quote
3/13/07 10:16:39 PM
 
daeandor writes:
I am not sure if I would call this an instanced game.  Instancing your home or "basecamp" is a lot different than instancing zones in which you fight.  I have been keeping an eye on this for some time as my favorite era is roman times.  I am a Rome: Total War fanatic, so we shall see what I can do with this one.  I am sure that I will try it since it isn't a WoW, EQ, or other "clone" at first look.  I've already tried to get into beta, but don't think it has panned out.
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3/13/07 11:34:17 PM
 
Bzrk writes:
Originally posted by Dathmar
Nice one....looks good.
Although this preview mentions the gods of Olympus ?
Isn't this Rome Rising ?
Not Greece Rising
Yes, the previewer got it wrong.

I can imagine it gets confusing sometimes, but a bit bit more research couldn't hurt either though.
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3/14/07 3:56:32 AM
 
_Shadowmage writes:

sounds like a great idea for a single-player game.

But 10,000 demi-gods running around - lol - you will feel soooo special.

Thanks but no thanks.

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3/14/07 6:20:28 AM
 
Salvatoris writes:

This is kind of a bummer.  The camp system they have talked so much about is really just visual interface for managing your character and minions... I thought most of this game sounded a lot like guild wars, but the prospect of well done housing, even if you pack it away when it isn't in use, gave me some hope that this would be more of a real, in-depth MMO and not another multiplayer RPG in disguise. 

The combat animations look pretty cool, but I doubt this is going to have the kind of persistent world and player interdependence  that I need in an MMO.

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3/14/07 11:18:25 AM
 
slingblade25 writes:

Its all comes down to fun.If the game is fun they will play !

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3/14/07 1:01:36 PM
 
parmenion writes:
Originally posted by Bzrk
Originally posted by Dathmar
Nice one....looks good.
Although this preview mentions the gods of Olympus ?
Isn't this Rome Rising ?
Not Greece Rising
Yes, the previewer got it wrong.

I can imagine it gets confusing sometimes, but a bit bit more research couldn't hurt either though.
There's no conflict broadly speaking...

Mars=Ares the greek and roman god of war.
Mercury=Hermes the greek and roman messenger of the gods.
Jupiter=Zeus the greek and roman king of the gods.
Juno=Hera the greek and roman queen of the gods.
etc etc

Rome pretty much appropriated the greecian gods and built in some of their own astrology just as they later appropriated christianity. Religeons evolve to combine and adopt a great many belief systems over their histories, look at easter bunnies and easter eggs, they have nothing to do with chistianity their roots are in spring fertility rites, just as christmas trees etc is to do with the winter solstice and druidic nature roots.
New Post Quote
3/14/07 2:11:49 PM
 
BillTanner writes:
It's a common misconception that the Romans just appropriated a bunch of Greek gods and changed the names.  Romans simply viewed "gods" differently.  Early Roman gods were thought of as spirits, responsible to very specific details of life and the world.  What was of the most importance in worship was knowing and tracking the complicated beauracratic relationships of these gods and appeasing the right ones.  They did not live lives in parallel with mortals, as the Greek gods did.  Over time, as tastes changed, the Romans wanted more out of their gods, so they could feel civilized and worldly, and there was very little actual mythology in the Roman pantheon.  So they borrowed a lot of the Greek and Etruscan stories, and aligned them with the appropriate gods that seemed to match.  Zeus and Juno were just as important in early Rome, and Juno was very much influenced by Etruria, not Greece, though much later she was identified with Hera.  This pragmatic borrowing, called 'syncretizing', was what made it easy for Rome to assimilate the myths and gods and rituals of a hundred different religions over the many years of their reign.

Anyways, way off topic.  This game looks pretty amazing.  I wasn't really going to give it much of a chance, but they seem to be getting their stuff together and I think I want to try it, as long as its not some WOW clone. 
New Post Quote
3/14/07 10:59:46 PM
 
kashaun writes:
Originally posted by Salvatoris

This is kind of a bummer.  The camp system they have talked so much about is really just visual interface for managing your character and minions... I thought most of this game sounded a lot like guild wars, but the prospect of well done housing, even if you pack it away when it isn't in use, gave me some hope that this would be more of a real, in-depth MMO and not another multiplayer RPG in disguise. 

The combat animations look pretty cool, but I doubt this is going to have the kind of persistent world and player interdependence  that I need in an MMO.

They have some pretty gutsy plans on the table, so some concerns I can understand, since I have them myself. Still not a lot of detail about the social aspect of the game beyond the bath houses and grouping, but they plan on adding other nations at times, and eventually have them vie for control over certain territories. Something like a world campaign on some rts games.
New Post Quote
3/15/07 12:12:06 AM
 
Darule writes:
I must say that graphic wise, this game looks amazing. the details are quite impressive. I also like the idea of having several minions and etc. This is my most anticipated game so far. hopefully by time of release, this game won't disappoint me.
New Post Quote
3/15/07 2:26:51 AM
 
kishe writes:
Like said above...as single player the storyline would work well but with 10000 children of god, destined to save the world are put in same room...it kinda loses its fancy.
New Post Quote
3/15/07 4:32:46 AM
 
Chronos39 writes:
Graphically the game is more fine than past year. They do a great work with optimization and it can run in middle configurations (a little big like Lineage 2) and it is important because of lots of people. Also the game is not entirely intanced like Guild wars, zones of combat are not intanced, only some little places, it's a big difference with Guild Wars. And this game looks interesting because of lots of features and myabe possibilitiés with items, update of areas will come quickly, and maybe at the same time crafting. It's a game to see and surely will hit the same number of players with Lineage 2 and maybe Wow. Next gen mmorpg is near. :)
New Post Quote
3/15/07 5:53:04 PM
 
crusher143 writes:
Good written preview :).

I wanted to add that this game will have the exact same loot system like Diablo2 had. Items with random stats etc. And also you can find for example "the axe of brutality :P" which usually drops from a boss from a normal mob like it was in D2, the monster lvl must be right but sure a boss has a better drop chance.

Thats what Ive read once, this game looks really promising and much better than War or AoC but thats just my opinion.

PvP will be there too, first just in arenas and later with addons if they are adding new races like egyptians, greeks or wutever then also with real PvP.

Raids, well raids if I didnt misunderstood it, it wont be like 40 man bashing one big boss its more like 40 fighting vs a big army a real war and not this button smashing at one boss mob till he is dead /zZzZZzZ boring. Also you can have minions so you dont need 40 real ppls.

Ah well I dont have this now all in my mind how it exactly was :P but you can go to www.godsandheros.com to the forum and read the blog entries.

And sorry for my poor English ^^
New Post Quote
3/15/07 7:31:15 PM
 
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