Wednesday, March 11, 2015

Terraria Otherworld - more details

The guys over at Re-logic have finally release a lot more info on Terraria: Otherworld, and boy do they look glorious indeed! Check this video first:

The video is pretty sweet indeed, and here's what they had to say, and my thoughts on some of the things:
Combining the sandbox gameplay experience with role-playing and strategy elements, Terraria: Otherworld explores the Terraria experience in an innovative and unique way - providing a fresh approach to the “open world” genre.
The whole "cleanse the world" kinda thing I really like, it gives the game much more purpose than the original Terraria (not that I didn't like the original, it's probably my favourite game of all time! bold words hey!). In the video you can see the machines built in order to fight the corruption, and I saw some really cool looking defensive structures as well - something that was missing a great deal in Terraria.
  • The game will include a core story line – a “purpose” if you will - to give the player goals to work towards - but like Terraria, you are not forced to “go do this, now do this”. Free exploration within the sandbox is still a key element of this game, and embraces the Terraria spirit of “approach a challenge in your own unique way”.
  • This will also include more robust development of characters in the game – for example, the NPCs will move beyond just being “merchants only”, and evolve into characters with a story and lore all their own.
  • In order to build upon Terraria’s very high replay value, the story will not be a fixed narrative - but rather a dynamic mix of key story elements that are used to create a fresh play through every time a player replays the game.
  • Of course, some repetition and/or similar key elements are necessary in regards to progression is inevitable, but we are striving to give the player as unique a story experience as possible with each and every playthrough.
 I really like that they're giving NPC's a bigger role. And the freedom is still there for those who doesn't like the lack of that.

Next, they talk about the Skill Trees:
  • The players’ actions – more than before – will give certain advantages that were mostly left up to chance/RNG in the original Terraria.
  • For example, players that prefer to play a certain style (melee, magic, ranged, etc.) will see their skills with those type of weapons improve over time.
  • However, this is not a “set in stone” choice that the player will have to make (there are no selectable classes or anything), but rather something that just happens: use a sword 90% of the time and your skill with swords will improve. Use a Silver Sword all the time, and your skill with swords AND that particular sword will improve.
  • This way – based on your actions in the game – you can raise up a lower tier sword to be better than a sword that is much higher up the ladder adding to the uniqueness and personality of your character AND customizing your gameplay to your own unique preferences.
Leveling up in specific weapons, and not just the type of weapon (sword) but also what it's made of (silver) really is a nice touch for me - I like the idea of finding a nice weapon, and deciding to stick with it and getting better in that specific one as you play more. Customization is always a good thing!

  • The main objective of the game is not simply to explore, gather, build (although the player is still free to do this – we want to stress the fact that though this is a more structured approach, we are absolutely trying to retain as much player freedom as possible) - but rather to return the world to its pristine form.
  • The player achieves this goal by pushing back the Corruption until it is no more. Your primary method towards achieving this goal will be finding/crafting and then activating Purifying Towers. These machines of ancient design will push back anything unnatural in the world.
  • Not content to simply allow the player to purify the land, the vile force behind the world’s corruption fights back. The resonance from the crystals in the purifying tower attracts enemies, driving them to destroy the towers and re-corrupt the player’s hard-won terrain.
  • The Purifying Towers need to be defended and even the best players would not be able to cover and defend the entire map at once (nor does that sound all that much fun)- so Terraria: Otherworld introduces another strategic element: Tower Defense. Through the use of customizable Wartowers – and any other clever defensive approaches - the player can ward off the advances of the evil forces without having to be physically present.
  • These Wartowers can have a wide range of different weapons and defenses but are not self-powered. They need to be built in the vicinity of a Purifying Tower to get power from the Crystal.

Creating Purifying Towers to drive off the corruption and then defending those towers sounds like a ton of fun, especially the introduction of a tower defense element into the game. Wartowers baby! Yeah!!

Another thing they mention, which I'm totally for, is to not go the whole "early access" route, and rather finish the game, and release it as a finished product. I don't mind waiting for a much more polished game after all!

Can't wait, will keep you posted as I learn more. Oh, and I got the above info from this page:

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