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Hero's Journey : Q&A #14 and Screens #33

Posted Jan 17, 2006 by Dana Massey

In our latest Q&A, Designer Mike Paddock discusses archery, magic and other major aspects of their upcoming release. We also, as usual, feature two exclusive screenshots. This week, Simutronics shows us a swampy area. Archery is a feature of fantasy that I do not think has ever been that well done. What will archery be like in Hero’s Journey?

Mike Paddock: I agree, however isn't it ironic that the foundation of European fantasy is the Medieval time period, and that archery was an innovation that contributed to that time period's end? :)

Archery will be an important aspect of gameplay in Hero's Journey from a situational standpoint. While Rangers are the master of the bow in HJ, everyone can and should carry a bow. Hero's Journey uses an auto-attack driven system, where a character is on auto-pilot for his most common, basic attacks, which the player interjects the use of other abilities as needed or desired. When auto-attacking with a bow, the player can adjust the style of those attacks according to the tactical situation. So for example, the player could decide to fire less frequently, but with greater precision in a situation where the archer is fighting few opponents from a high vantage point, or very quickly with less precision in a situation where numerous opponents are swarming around him.

And then there's the Ranger abilities, of course, many of which revolve around the use of a bow, and are practically magic-like in their effect. 

You can read the full Q&A and see the images here.

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