Intro If ever
there was a genre immune to the constant push for advanced graphics and the steep
prices that come with it, it would have to be the realm of the role-playing game.
True, many RPGs, including Ultima 9 and the recent Elder Scrolls
III: Morrowind, have strived to push the graphical envelope with varying
degrees of success, though role-playing at its very heart appeals to one’s
imagination, finding its true soul within gameplay rather than visuals. Arguably,
this has been the operating motto for Spiderweb Software, a one-man development
studio dedicated to producing “old-school”-style RPGs, including the
acclaimed Nethergate, as well as the excellent Avernum and Exile
series. While fans eagerly await the arrival of the much-anticipated Avernum
3 (out now for Mac, due out late summer for us PC types), Jeff Vogel has
put forth Geneforge, an ambitious title that stays true to the tenets
of classic role-play gaming. Gameplay: 8.5/10 At Geneforge’s
outset, you are not a stalwart adventurer or a battle-scarred mage; rather, you
are but a lowly apprentice to a secretive and highly respected group of magic
users known as the Shapers. Capable of creating life in the form of creatures
and servants through magic alone, the Shapers do not share their knowledge freely;
in fact, attempting to use their art without permission is almost an iron-clad
guarantee of finding yourself quite dead. Even as an apprentice, you’re
obliged to spend a number of years helping and observing your elders on a secluded
Shaper island; however, you never quite make it to this island, as your creature-ship
is attacked and destroyed mid-voyage, stranding you on an island marked as Barred
by the Shapers. Though setting foot on a Barred island would in itself be reason
for you to be killed, you’re not left with much of a choice as you search
the abandoned land for a way out. You soon
learn however that the island, known as Sucia Island, is far from empty, and that
the sentient, intelligent creations known as “serviles” left behind
by their creators have formed into camps, living amidst the hastily abandoned
and dessicated centuries-old ruins of the Shaper way of life. The discovery and
exploration of their philosophies and how they relate to you is part of the fun;
in fact, a large portion of Geneforge’s appeal is the constant
search for clues as to what happened that caused the Shapers to abandon the island,
and the observation of how their creations adapted to their new master-less surroundings,
unsafe and unprotected from the untamed wilds. Of course, your exploration does
not go unnoticed, as one inhabitant of the island is intent on using the powers
of the island’s mysterious Geneforge to wreak terrible havoc upon the world.
True to the Spiderweb Software style, Geneforge’s story is rich,
fully-fleshed and believable, packed with countless NPCs that each feature their
own personalities, lives and agendas. In many ways, traversing the lands feels
as though you’re picking through the pages of a good fantasy novel. The
experience you’ll face within Geneforge depends largely on the
type of character you select at the game’s outset. Though there are only
three character classes, there is a great deal of variety between them. For starters,
there’s the physically weak Shaper, whose specialty lies within the creation
of various beings to do their bidding and to protect them in combat – and
while all outsiders know those within your sect as Shapers, there are further
distinctions. For instance, there’s the second character class, the Guardian,
who traditionally viewed the burly defender of the Shaper sect; as a result, combat
skills are easier and cheaper to increase, though at the cost of lessened magical
power. Finally, there’s the stealthy Agent, who relies upon the shadowy
arts, diplomacy, and spells instead of creatures to mete out the will of the Shapers.
As each one of these three characters is distinctly different in their strengths
and weaknesses, each plays completely differently, and may choose to approach
a given situation in different ways. For instance, faced with a fortified entrance
to a particular area, a Guardian would probably opt to run in sword swinging,
while a Shaper might create a horde of creatures to help take out the guards,
and an Agent could choose to slink down a hidden back alley, disarming whatever
deadly traps he found along the way. Whereas countless other RPGs are happy to
let thieves muddle through problems designed for fighters or mages and vice-versa,
Geneforge is explicitly designed to accommodate various characters and
play styles. Some areas are even downright inaccessible to the wrong class, combining
with the situational versatility to send the replayability sky-high. Although
freedom of choice has been an element of previous Spiderweb titles, it has never
been so obvious or as clearly integral as it is within Geneforge. As
you meet the various factions that dominate the island, you’re capable of
expressing your opinions about their beliefs. The more people you talk to, the
more your views are known among the inhabitants, and you will find yourself treated
accordingly. For instance, encouraging serviles to live as free and equal beings
might do you well in certain circumstances, but it won’t earn you any brownie
points among those who have spent centuries living in accordance to the old Shaper
ways of obedience and prostration, who will in turn respect you less and cause
their merchants to boost their prices when dealing with you. It’s a nice
system that forces you to pick a personality and role-play it as best you can,
a choice that can further be cemented by even going so far as to choose alliances,
which offers its own set of advantages and disadvantages. What’s even more
impressive is that you can even opt to side with the “bad guy”, effectively
becoming a villain yourself. Badmouth the serviles for seeking freedom, openly
steal their belongings, kill their livestock, and even after all of this, you’ll
still find some who are willing to support you; the life of a villain is very
much possible within Geneforge. Another,
more striking aspect of how Geneforge differs from its predecessors is
in how your exploration takes place. In the Avernum series, you’re
given the freedom to explore the lands as you see fit, traveling extensively on
foot. However, within Geneforge, the free-roaming terrain has been replaced
and broken down into specific segmented areas, presented to you on a lavish island
map. If you manage to “complete” an area in any number of ways, either
by completing a particular objective or defeating a certain number of monsters,
you may then automatically skip through that area via the island map, completely
cutting down on the time required for travel, and allowing you to focus on the
story. Although this largely removes the illusion of having completely free reign
of an open territory, it works wonderfully and definitely helps to cull the tedium
of constant travel. In the usual Spiderweb
style, combat is turn-based, with each individual possessing a set number of action
points that decrease with every movement and action. At first, it seems as though
little has changed in this department since Avernum 2, though spending
some time within the throes of combat will quickly dispel this notion. For starters,
there’s the fact that enemies now possess a more solid AI in that they will
flee and cry for help, march about in patrols, and are more inclined to attack
in groups. Monsters and other baddies now seem to have a much better sense of
who and what poses immediate threats to their safety, and are more prepared to
deal with those threats. There’s even an option to set your party in one
of a handful of formations, which can help to keep your weak Shaper at the rear
of the group, or your stout Guardian at the front. Though these differences might
sound somewhat minor, they renovate the face of combat and make the game’s
many battles much more fresh, interesting, and fun. Central
to Geneforge’s appeal is the aforementioned ability to create your
own minions, an extremely well thought-out and balanced affair. Apart from health
and spell energy, you also have a certain amount of “essence”, which
dictates exactly how much of yourself you’re allowed to invest in your creations
– an important factor, since you’ll often find yourself wanting to
increase your creatures’ statistics, especially if they follow you for long
periods of time. As a result, you’re often forced to choose how you want
to spend this essence: do you scale back and make a couple of weak creatures so
that you have enough essence left to heal your party, or do you invest the bulk
of your essence to make a hardier, stronger minion? It’s a terrifically
well-designed system, especially when you consider that your creatures follow
you wherever you go, even gaining experience, levels, and skill points as they
participate in your adventures with you. Losing a creature that has followed you
since the early game can be a truly sad event, which is a testament to this aspect
of Geneforge’s ingenious design.
Graphics: 8/10 Though pixel-shaded waves and bump-mapped hills are
certainly stunning to look at, sometimes it’s refreshing to sit down and
enjoy the relatively simple classics of old, a look that Geneforge does
well to emulate. Simplistic without being plain, lavish without being overdone,
Geneforge’s graphics are easily the most colorful and attractive
in the Spiderweb repertoire, and constantly hearken back to the brightest points
of the genre’s early days. Not everyone will appreciate this return to a
simpler visual time, but those who do will likely find themselves charmed by its
nice, charismatic touches. Colors are bright, characters and creatures are nicely
detailed, and the animation is fluid; all in all, it’s a visual ensemble
that very effectively manages to convey a sense of wonder and beauty without sacrificing
its old-school appeal. Sound:
6.5/10 As with graphics, sound has never been a crucial part of Spiderweb’s
excellent games, and for the most part, Geneforge is no exception. While
there is a fairly decent variety of effects and noises scattered throughout, there
are few reasons to keep the sound on during your exploration. Background noises
have been infused into the game, leaving you with the background bustle of a busy
city as you haggle with a merchant, or the distant cries of skulking monsters
while you wander through a forest. These add somewhat to the experience, though
the considerable amount of hissing and popping can grate on one’s nerves
after a time. Control: 8.5/10
Among many other things, Geneforge represents Spiderweb’s
continuing dedication to evolve and perfect its products with every release, and
in no other aspect is this more obvious than within the realm of control. Whereas
previous titles relied almost exclusively upon the keyboard, one could practically
explore all of Sucia Island using nothing but the mouse. Movement, spells and
creature-making require nothing more than a simple button-click, which is distinctly
more intuitive and straightforward. Similarly, NPCs and static objects need only
to be clicked to be spoken to, opened, or read. You also may now scroll the screen
outside of your character’s range, something for which the new clickable
mini-map is extremely useful. There are even a handful of hotkeys to speed things
up if you so desire, though it’s a shame that certain items were left out:
it can be a real pain to be forced to repeat the process of clicking on your living
tools (Geneforge’s lockpick) and then on the locked object fifteen
to thirty times when your character has a terrible Mechanics skill. Nevertheless,
it’s a minor complaint, especially in light of the fact that the control
scheme is otherwise quite sophisticated and streamlined, rendering the exploration
of Sucia Island a joy rather than an annoyance. Overall:
8.5/10 Spiderweb Software has a habit of besting itself with every release,
a habit that very much lives on through Geneforge. Its successful blend
of classic visuals and rich gameplay is every bit as addictive as the engrossing
storyline that accompanies it, and the drastic improvements to its interface only
help to broaden its appeal. The unique twists and ideas littered throughout help
to solidify its status as an eminently replayable game, making its minor missteps
almost imperceptible. With atmospheric, deep-seated old-school appeal and a deep,
multifaceted storyline that one could expect to find within the pages of a fantasy
novel, Geneforge is a terrific example of how classic RPG fans can have
their cake and eat it too. [
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