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Sword Coast Legends - E3 Gameplay Trailer (Release Date 9/7/2015)


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#1
Fast Jimmy

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E3 2015 Trailer - Sword Coast Legends

 

 

After much quiet following the original announcement, the team at N-Space have revealed more about the new WOTC-approved game, Sword Coast Legends (SCL), set in the D&D setting of Forgotten Realms and utilizing the new 5E core rules. Supported by a development team that showcases many Bioware alumni (including Dragon Age Origins Producer/Director, Dan Tudge, now President of N-Space), the game hints at a possible title that could capture some of the great fan intensity and excitement the NWN and BG series did before.

 

The game will be released in Q3 2015 (Steam currently lists the game as coming out September 9th, 2015) for PC, Mac and Linux and console versions for the XB1 and PS4 are expected in December 2015.

 

Combat

 

The meat and potatoes of traditional RPG gameplay - SCL features real time combat with pause-and-play features. The main campaign is a party-driven experience, including controlling five (of the known eight) companions that the player can control equally. In addition, up to four additional players can join in a co-op mode that allows for more team dynamics. It is still unknown how players are found and added to the system, or how the pause function or companion control works with multiple players in the mix.

 

Mechanics

 

Skills and spells work on a cooldown, in a different mechanic than a straight D&D/5E translation would dictate. In true fashion of tabletop-to-video-game conversion, this seems to be more combat heavy than other activities, such as puzzle solving or utilizing non-combat skills, such as picking locks or setting traps. While talks of traps and other obstacles have been mentioned as something that will be in the campaign, the system for how characters could use their skill proficiencies or non-combat spells has not been talk about in depth.

 

DM Mode

 

 

The system for the DM tools is a mix between the NWN campaign creator and Dungeon Keeper. A player is allowed to take the role of the DM, who manipulates and controls the map a group of human players moves through. The DM can use a pre-rendered map that they can add different threats and challenges to, or they can create their own custom map and experience to walk the players through. DM's are allowed to place monsters, traps, puzzles and dialogue triggers/moments... however, they are not given complete control, as DM's do not control what loot is spawned from fallen creatures (in the name of game balance). Players can either play with known friends or match up with randoms in a process that is not fully understood at this point.

 

Story

 

The story, while still very much under wraps, involves the main character and eight companions:

 

https://forums.sword...ast-companions/

 

Read Companion related threads at your own Spoiler peril. Word of warning - many of these threads are Design Council restricted, meaning you can't see the details unless you have pre-ordered the Deluxe Edition.

 

Not much is known about the main quest story, only that it will involve the titular Sword Coast region of the Forgotten Realms campaign world and be "very important" to the direction the FR setting will take under the new 5E fiction.

 

Classes/Races

 

There will be six classes - Fighter, Rogue, Cleric, Wizard, Ranger and Paladin and there are plans to include the remaining six - Bard, Druid, Warlock, Sorcerer, Monk and Barbarian - at a later date.

It is not known if the 5E Class "Paths" are included, where a Rogue could differentiate into an Assassin or Arcane Trickster, but one companion IS stamped to be a Necromancer, indicating the Wizard's Arcane Traditions (their version of the Class Path) is available, so there is hope.

 

Races will be five of the core nine - Human, Dwarf, Elf, Half-Elf and Halfling, also stating that the remaining four - Tiefling, Gnome, Half-Orc and Dragonborn will be added at a later date. It is unknown if each of these races will include their Subrace types and bonuses, but as with the Class Paths, there is hope since they are such a core aspect of the 5E character building process.

 

Platforms

 

As stated before, the game will be cross platform. Originally designed for PC-only, it was announced to be releasing concurrently on the Mac and Linux and it was also announced recently to be having a delayed released on XB1 and PS4. It is unsure if the same DM tools and other mechanics will carry over into the console versions or if it will be a pared-down port. Dan Tudge insists the PC experience will come first, with them "figuring out" how to handle the console aspect of the game further down the path.

 

 

Music

 

Interestingly, composer for many Bioware games, Inon Zur, is creating the music for Sword Coast Legends. While Zur has a long list of games he has worked on, this is another name on the list of Bioware "alum" working on this title.

 

 

 

As some of you may have noticed, I have gutted the original OP entirely, clearing old info and speculation and starting new. I will continue updating this OP as new information is made available. If there is anything anyone would like to add, please post in this thread and I will work to make sure it is updated. Hype train is leaving the station!


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#2
Fast Jimmy

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Anyone else have any thoughts on this? The real-time aspect of this makes me less than excited unless it is handled in a very specific manner. Still - it is an interesting concept. We will have to see what comes down the pike in terms of gameplay.

#3
bEVEsthda

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My thoughts on this is the same I've had on other threads here recently:

Bioware forums are very much different today, than they used to be before DA2 and ME2.

Look at the lack of response here in this thread. Look at the predominance of Anime-avatars.

Then I could say other things as well, but they are not in good forum spirit, so I won't.

Fact remains, tons and tons of people have left.

 

...For some reason.

I don't want to think that it's the newer games that have driven them away. They haven't driven me away. But two things which could have driven me away, back in the past years, were EA's moderators and DA2-provocateurs.



#4
Fast Jimmy

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My thoughts on this is the same I've had on other threads here recently:
Bioware forums are very much different today, than they used to be before DA2 and ME2.
Look at the lack of response here in this thread. Look at the predominance of Anime-avatars.
Then I could say other things as well, but they are not in good forum spirit, so I won't.
Fact remains, tons and tons of people have left.

...For some reason.
I don't want to think that it's the newer games that have driven them away. They haven't driven me away. But two things which could have driven me away, back in the past years, were EA's moderators and DA2-provocateurs.


I'm sorry... did you post this in the right thread?

#5
bEVEsthda

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I'm sorry... did you post this in the right thread?

 

Yes I did.

 

I mean, - look at the lack of response.

 

 

P.S. As for my response to the game itself, I think it looks beautiful. The UI is exactly as it should be. Gorgeous.

I would also assume that "real time" doesn't refer so much to the art of gameplay, as to how the DM interacts with the game.



#6
Eternal Phoenix

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Looks like Dragon Age: Origins meets Neverwinter Nights so colour me interested.
 
I've been awaiting a good Dungeons and Dragons game for a while. This (hopefully) will be the one and the one that kicks off a new series of Dungeon's and Dragon role playing games.
 
I'm glad it's real time based combat. Good, draw upon the inspiration from Baldur's Gate and Origins and these ex-devs are doing what they did best. Now all it needs is a good single player campaign. It's already got the Dungeon Master capabilities and multiplayer so that's sure to please NWN fans if it can handle a persistent world like NWN too.
 
The teaser looks nice. I look forward to seeing more and in-depth analysis. Hopefully they don't screw this up.
 
Some screens:
 
SCREEN_SCL_021015_017-720x405.jpg
 
SCREEN_SCL_021015_011-720x405.jpg
 
SCREEN_SCL_021015_018-720x405.jpg
 
And apparently the release is later this year.
 
2015 is a great year to be an RPG fan:
 
Bloodborne.
The Witcher 3.
Pillars of Eternity.
Torment: Tides of Numenera.
Kingdom Come Deliverance.

And now this.

Hopefully these games will all live up to the hype.
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#7
archav3n

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This is just awesome!. I finally don't have to play a console port. Seriously.


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#8
Seagloom

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The link is broken on my end. Had to google Eurogamer's article on this. The above comparison between DAO and NWN is apt. DM functionality sounds a lot like NWN's DM client. That was essentially the role I took when DM'ing campaigns in NWN for 1-3 players between our PW server time. If this game ever gets a toolset it will be a dream come true for me, and I suspect for many others. Still, even without that this game intrigues me. It has been years since there was a good D&D game, let alone one I can play with friends.

 

Good timing too seeing as 5e has done a lot to get me back into D&D after 4e nearly crushed my interest in the ruleset forever. It will be nice to revisit FR again too. Hope this game turns out well.

 

Only downside is it seems short on classes. The 5e PHB has a massive selection. This game pares them down to six. Downer, that. :/ Still, looks promising overall.


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#9
Fast Jimmy

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I'm curious to know more about this DM reward system. If this going to be a rating system? Do they get bonuses to their characters when they are in a non-DM role? Is there some form of payment?

DMing is a time-intensive hobby. If the game is truly real time combat, that's going to double the headaches.

#10
Fast Jimmy

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The link is broken on my end. Had to google Eurogamer's article on this. The above comparison between DAO and NWN is apt. DM functionality sounds a lot like NWN's DM client. That was essentially the role I took when DM'ing campaigns in NWN for 1-3 players between our PW server time. If this game ever gets a toolset it will be a dream come true for me, and I suspect for many others. Still, even without that this game intrigues me. It has been years since there was a good D&D game, let alone one I can play with friends.

Good timing too seeing as 5e has done a lot to get me back into D&D after 4e nearly crushed my interest in the ruleset forever. It will be nice to revisit FR again too. Hope this game turns out well.

Only downside is it seems short on classes. The 5e PHB has a massive selection. This game pares them down to six. Downer, that. :/ Still, looks promising overall.


Edited original post. Weird that the IGN link is now dead.

I agree - this game with a toolset would be an overnight NWN resurrection. Strange this just popped out of nothingness. If we were closer to April I'd be calling us all Fools.

#11
the Dame

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D&D?.. Members from DAO team?... Hurray!!

That's some really exciting news. Thanks for informing  :lol:



#12
Fast Jimmy

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D&D?.. Members from DAO team?... Hurray!!
That's some really exciting news. Thanks for informing :lol:


I live to serve, sir. I live to serve.

#13
Cyonan

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Looks awsome.

 

It does seem like something that should have turn based combat, though.



#14
the Dame

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*snip*

 

I mean, - look at the lack of response.

 

*snip*

 

Personally, I welcome lack of response, 'cause alternative will be fanboys/girls invasion with statements like: "Get over DAO, already!", "You all stuck in the past"... and so on and so forth..  ^_^



#15
ruggly

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Another game to keep an eye on.



#16
Kroitz

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It´s on the "keep a close eye on it" list.

 

Thanks for the hint.



#17
Fast Jimmy

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Looks awsome.
 
It does seem like something that should have turn based combat, though.


The video did have an instance where the action was paused. So it may be that the DM has control of the pause, it may be one player does, or it may be EVERY player does.

If the control is spread ubiquitously to basically allow for a RTwP experience for everyone, then the game could be monumentally awesome.

#18
bEVEsthda

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The video did have an instance where the action was paused. So it may be that the DM has control of the pause, it may be one player does, or it may be EVERY player does.

If the control is spread ubiquitously to basically allow for a RTwP experience for everyone, then the game could be monumentally awesome.

 

Well, I don't really know much detail about the 5'th D&D rule set, but wouldn't it have to have to be turn based some way?

Like BG and IWD?

 

I interpret the mention of "real time" as referring to how the DM can interact with the game. As in contrast to having to prepare detail scripts in advance, etc.



#19
Fast Jimmy

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Well, I don't really know much detail about the 5'th D&D rule set, but wouldn't it have to have to be turn based some way?
Like BG and IWD?

I interpret the mention of "real time" as referring to how the DM can interact with the game. As in contrast to having to prepare detail scripts in advance, etc.

BG and IWD weren't turn based. Movement, Attack speed, casting time, etc. we're all optimized to match up to the same amount of activity as each person could accomplish in one turn, but there was no turns. Just the ability to pause and issue orders at any time.

EDIT: Watch the video I updated the OP with. It's clearly not turn based. Not in the way, say, Wasteland or D:OS is turn based.

#20
bEVEsthda

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Not successive turns for each character. No. But the actions did play out in relation to a turn. There was even an option to pause the game at each "end of turn". Which, btw, is how I played them, when that functionality was included.



#21
Cyonan

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The video did have an instance where the action was paused. So it may be that the DM has control of the pause, it may be one player does, or it may be EVERY player does.

If the control is spread ubiquitously to basically allow for a RTwP experience for everyone, then the game could be monumentally awesome.

 

Having a pause button like that for anybody to use does bring up some big concerns for me in a multi-player environment, especially if you're going to allow for public games with randoms.

 

I almost think you'd just be better off just disabling the pause button entirely in that case.



#22
Fast Jimmy

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Not successive turns for each character. No. But the actions did play out in relation to a turn. There was even an option to pause the game at each "end of turn". Which, btw, is how I played them, when that functionality was included.


Gotcha. Checking out the n-Space forums for more details, but there isn't much there. An auto-pause button per turn would be really nice.

#23
Fast Jimmy

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Having a pause button like that for anybody to use does bring up some big concerns for me in a multi-player environment, especially if you're going to allow for public games with randoms.

I almost think you'd just be better off just disabling the pause button entirely in that case.


What, like someone pausing it to go take a bathroom break or something?

#24
Kaiser Arian XVII

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I prefer it to be like NWN2 in camera modes.

This is just like another Original Sin.



#25
bEVEsthda

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Gotcha. Checking out the n-Space forums for more details, but there isn't much there. An auto-pause button per turn would be really nice.

 

I still have the original manuals somewhere (I bought those games three or four times over, and at least the first iterations, on umpteen CD disks, came with hefty paper manuals). I'll look around tomorrow.