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Rise of the Argonauts: Not just any old RPG

10:54 AM on 06.09.2008, Jim Sterling 26 comments

Rise of the Argonauts: Not just any old RPG photo
     Skeletons are awesome

Codemasters has just sent us an article concerning its intriguing action RPG game, Rise of the Argonauts. This is a title I've been looking forward to hearing more about since it was first announced, and we're pleased to be the first English-speaking site to get you these fresh new details.

I've been loving the sound of the game's experience system, which this article explains in a little more detail -- rather than traditional experience points, you perform "deeds" throughout the game, such as rescuing certain characters, defeating particularly nasty enemies or escaping from a battle unharmed. These deeds can then be used to pay tribute to one of four Gods who will confer unique abilities on your character.

Codies also promises realistically lethal combat in which every hit counts and a "hundred different paths" leading toward the game's one conclusion. Of course, these words come from the mouth of Codemasters, so you'll expect them to be just a tad optimistic, but if they come close to pulling off some of the epic gameplay ideas presented in this document, I will be a very impressed man.

Hit the jump for the Rise of the Argonauts manifesto, and check out the images too.

What Makes RotA Different #1: 
 

Favour: Much More Than Just Skill Points 

Most role-playing games follow a familiar pattern– kill enemies, get experience points, level up, buy abilities, repeat. While this loop is tried and true, it’s also characterless. Everything is based on combat, and very little draws on the choices that the player has been making – choices that are core to an RPG experience. 

In Rise of the Argonauts, Jason progresses by increasing his Favour with his four patron gods – Ares, Athena, Apollo, and Hermes. Instead of merely gathering experience points, Jason performs "Deeds", which he may then dedicate to one of the four gods watching over him, increasing his Favour with that god. Each god has their own set of unique powers and abilities that reinforce particular play styles. You can’t go wrong – what kind of Jason do you want to be?  

Defeating a score of enemies while remaining completely unscathed is Deed-worthy, as is saving a poor merchant hurled into the Arena, slaying of a particularly fearsome foe, or effectively outwitting or intimidating an NPC. Rather than gathering nameless “exp”, each Deed chronicles a key moment or achievement in Jason’s journey. 

The other way to gain Favour with the gods is through narrative choices. Dialogue in most games exists to progress the plot, and every so often provides a moment where the player will gain some experience. In Rise of the Argonauts, since the gods are always watching Jason's actions, every choice you make will impact your Favour. For example, choosing a confrontational approach will please Ares, while a more cunning course of action would appeal to Hermes, increasing your Favour accordingly. Gone are the days of clicking endlessly through dialogues – in Rise of the Argonauts, every choice matters.
 

What Makes RotA Different #2: 

The Inventory System: No Endless Bags of Holding Here! 

Heroes in games, as in all great adventures, often find artefacts of great power and importance. However, rather than exalting these precious creations, they simply stuff them into their already-bursting backpacks, filled to the brim with countless other weapons, potions, and other assorted loot waiting to be pawned off on the next blacksmith they find. Endlessly gathering trinkets and baubles, you often end up playing the mule more than the hero. 

In Rise of the Argonauts, Jason has no backpack, let alone one that needs to let him hold four times his weight in longswords.  Jason only carries what he needs: his Armour, Sword, Mace, Spear, and Shield, all of which are visible on his person at all times, so there’s no need to sift through an inventory screen to see what he’s bringing into battle. 

Jason has no need for the mundane gear of his enemies or a simple shop in town. Every time you gain a new piece of equipment, it will happen in a more meaningful way than merely buying it from a random storekeeper. Each item has its own story, its own character, and its own unique role in combat that will be useful throughout the entire game - choosing the right item to equip is an important tactical decision. 

The items Jason isn’t carrying need to be stored somewhere, and the Armoury dedicated to this purpose aboard his ship, the Argo.  Beyond just the nautical marvel of mythological Greece, the Argo is Jason’s mobile headquarters. Any surplus equipment you find is sent to the ship.  Upon your return, you can refit Jason at your leisure before setting out once more in search of the Golden Fleece. 
 
What Makes RotA Different #3: 

Combat: Every Hit Counts! 

As a king in Ancient Greece, Jason understands that there is a time for talk, and there is a time for blood.  Don’t be misled by the intricate architecture, marvels of engineering or sprawling cities: life in Ancient Greece was as brutal as it was wondrous.  

Combat is punctuated by countless moment of epic lethality – swords cleaving through shield and bone, hurled spears pinning warriors to the walls – lethality permeates combat in Rise of the Argonauts. It is simply explained: A single strike with any of Jason’s weapons can and will kill an enemy.   

This is different than most games.  Usually, enemies have a huge number of hit points that the hero must wade through before the enemy finally dies.  Even then, that’s assuming that the hero was even “allowed” to hit the enemy based on a number of different variables, from the hero’s level, to his current weapon, to his skill with that weapon, to the armour of the enemy he’s fighting…. 

While these combat systems can be very fun, they simply aren’t realistic.  Our entire combat system was built on the concept of “What You See Is What You Get”.  If you ran someone through with your spear, you’d expect that person to be dead, and in Rise of the Argonauts, that’s what you’d get.  

This means that if you happen to miss an enemy, it wasn’t simply because of poor luck, but rather because you actually missed the enemy. As enemies get harder, you’ll also need to get past (or through) their shields, because your attacks can only kill your foes if they hit the enemy’s flesh. That said, the same goes for your opponent: If you want stay alive, either keep out of reach, or keep your shield between you and them. 

Combat in Rise of the Argonauts is fast and deadly.  Even a glancing blow will wound enemies, changing how they move and behave, while heavy strikes will kill an enemy outright.  Only the most fearsome beasts can survive multiple blows, and – should you be unlucky enough to face them – be ready for the fight of your life... 

Always remember that Jason and enemies operate under the same rules – the only way to survive a battle is to make sure it is your weapon which finds its way into your opponent’s flesh, and not the other way around. 
 
What Makes RotA Different #4: 

Choices: One Story, a Hundred Paths 

In many ways, the path before Jason is clear and distinct, and he walks it unerringly, no matter what the cost: Find the Golden Fleece, and bring his wife Alceme back to life.   

Yet from this simple story begins a legendary quest, a sprawling adventure about a true hero on an epic journey.  You are not simply playing a village boy who found his father’s magic sword in the attic and earns his chops fighting rats in the fields.  You are Jason, King of Iolcus, and your quest is to bring the love of your life back from the dead, gathering heroes to your side, and leaving the bodies of countless foes in your wake. 

Nearly every action you take will have some sort of effect - on your character, on the way the Gods perceive you, and in the way the story responds. Save a merchant from certain death, and you will encounter him later, reunited with his family, which triggers its own unique arc.  Let him die, and you will instead discover his distraught widow in utter despair, generating a different set of quests.  Run through the city of Mycenae with Atlanta and Pan by your side instead of Hercules and Achilles, and the island as a whole will react accordingly. 

So while there is no doubt that, like all great stories, Jason’s journey will one day come to an end, the choices that you make, the impacts that they have, and the stories that will be told, are yours, and yours alone.


LAUNCH GALLERY (2 IMAGES)
Photo Photo
 

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taterchimp's Avatar
taterchimp at 06/09/2008 11:02
I am a big fan of the realism that other games lack...show me a guy who can take 30 hits with a sword before bleeding once!
MrSadistic's Avatar
MrSadistic at 06/09/2008 11:03
Good lord. That is one disturbing six-pack.
ZeroTolo's Avatar
ZeroTolo at 06/09/2008 11:04
Can't really wait for this game. I hope it drops sometime this year though...
007's Avatar
007 at 06/09/2008 11:05
Mmm, this looks pretty... RPG-ish to me.
Chocobo Knight's Avatar
Chocobo Knight at 06/09/2008 11:09
I hope that it can deliver on these promises.
Teta's Avatar
Teta at 06/09/2008 11:11
Looks interesting, it really does.
The equipment thinggie is what got me excited.
Helios_CM's Avatar
Helios_CM at 06/09/2008 11:12
Hi ZeroTolo,

I'm a Community Liaison Officer over at Codemasters, and I can confirm that the game is scheduled to be released this Autumn.
Brahms's Avatar
Brahms at 06/09/2008 11:28
It sounds an awful lot like skill points, a limited inventory where you need to go back to the hub to change equipment, a Bushido Blade-style damage system (not at all bad, mind you), and side quests that are triggered by your actions.

My only concern is with the damage system: If you're able to kill enemies in one hit, one common way to compensate is by throwing a huge volume of enemies at the player; the last thing we need is another Dynasty Warriors-styled hackfest.
Jordan Grim Devore's Avatar
Jordan Grim Devore at 06/09/2008 11:37
"I just hope this game looks as cheesy as the movie."

Me too, me too.
GuitarAtomik's Avatar
GuitarAtomik at 06/09/2008 11:44
This game looks pretty awesome. I think the setting is pretty refreshing for an RPG and I'm glad they're trying something new with the mechanics.
Peteru's Avatar
Peteru at 06/09/2008 12:58
Interesting.
I hope it works.
It's not a new concept, exercising it was the problem. Much HP + lots of minions = fight as long as you want. With one hit = severe wound/death you may get into blitz combat where you obliterate enemies in a minute - or die even faster. Something has to happen between talking and exploring. Making X% of game time combat had some purpose behind it (Though some overdid it a lot, like in FF).

There's one game with very realistic combat i know - Americas Army. But it's an FPS, and after each death you get another "character". Dying every few minutes (if u rush a lot) is ok.
There're cooperative missions (few, added about 10 months ago) where you get to make objective comperable to RPG. But in these missions most of the players die trying... Also many of these deaths are poor luck. Even though mobs don't have exceptional reaction times - one bullet may kill and wounds lower accuracy dramaticly.

I hope it'll work. Right now I'm hurling crates of rifles around and pumping XP in otherwise great Mass Effect. Shift from this convention could put RPGs into some kind of gold age of new inventions and revitalisation.
B-Radicate's Avatar
B-Radicate at 06/09/2008 13:16
I've been looking forward to this game since I first heard about it. This bit of news makes me even more excited for it.

I've rarely been compelled to play through a game more than once (shameful, I admit) but if this game can actually deliver on the different arcs and experiences I'd be more than willing to explore ancient Greece. I'm a huge history/mythology nerd and this has really got me excited.
Demtor's Avatar
Demtor at 06/09/2008 13:34
Hmmm, we'll see. I'm not convinced yet as this has been tried to a certain extent a number of times with no real success. One example that comes to mind would be when Square tried this in Final Fantasy II on the NES and it failed pretty hard. The no levels/exp thing tends to make a game feel and play more like a Zelda game. It can work, sure, but usually its just not implemented correctly to fit the rest of the game's feel.

I hope to be pleasantly surprised though.
Eschatos's Avatar
Eschatos at 06/09/2008 13:41
Very interesting. This better come out for PC.
topgeargorilla's Avatar
topgeargorilla at 06/09/2008 13:50
Sweet, I love Roman and Greek era games. But seriously, nothing tops Gladius by Lucasarts as the best Greek RPG ever made.
KyleGamgee's Avatar
KyleGamgee at 06/09/2008 14:18
Sounds good to me, man. I look forward to a independant review, from everyone's favorite indepandant gaming site. :)
Helios_CM's Avatar
Helios_CM at 06/09/2008 14:42
Hi Eschatos,

RotA will be out for Xbox 360, PS3 and PC :)
Cowboy TTop's Avatar
Cowboy TTop at 06/09/2008 14:45
I like the sound of this game, I hope it hits 360.
Arugala9's Avatar
Arugala9 at 06/09/2008 16:34
I can't wait for this game to come out.
MechaMonkey's Avatar
MechaMonkey at 06/09/2008 18:06
I read the book. Greek mythos FTW.
hpv's Avatar
hpv at 06/09/2008 19:21
This game needs stop-motion skeletons to avoid EPIC FAIL!
Dogen's Avatar
Dogen at 06/09/2008 20:03
Perhaps a cure for my collecting mania has finally arrived....
RJG's Avatar
RJG at 06/09/2008 21:14
I love this mythology crap, and now that it finally has a decent character levelling system, well, that's just the icing on the cake.

DO WANT.
Hitogoroshi's Avatar
Hitogoroshi at 06/10/2008 08:37
Damn this sounds really cool.
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