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Torchlight: loot

Torchlight: gunslinger

There are generally two schools of thought when it comes to your classic tabletop RPGs. There is the more serious RPGer who demands every pizza and Coke-fueled session be a production worthy of the Royal Shakespeare Company, full of emotional handwringing by characters with phonebook-length histories in a game world fully fleshed out by a frustrated novelist of a GM. When it came time to translate this experience to the PC, this became the Ultimas, the Baldur’s Gates.

The other type of RPGer just wants to kill anything that moves and be rewarded with totally sweet gear. On the PC, this would be represented by your Might and Magics and, in more streamlined form, your Diablos. Here the emphasis is less on “who” or “why” and more on the “what” as in “what do I get for slaughtering indigenous life forms having the temerity to appear in my general vicinity?”

Loot is a major part of the appeal of action RPGs like Torchlight (a slick refinement of the Diablo formula), but those who play the game in VHHC mode will have ambivalent feelings about items.

Thunder Dragonne, Tesla’s Rail Cannon, Double Damage Axe!, Wonder’s Singing Brush, Sword of Adam (the most eccentric blade since Baldur’s Gate II’s Lilarcor) … golden-hued weapons like these are undeniably useful while dungeon-crawling since the bonuses they confer can often mean the difference between living another hour or creating another VHHC character.

On the other hand, equipped items are irretrievably lost upon death (which is, of course, permanent). As VHHC characters lead very short lives, the player quickly learns to never grow too attached to an item. That gem-encrusted rifle glimmering with cunning enchantments may indeed be worthy of a Trill-Bot 4000 opus but it will never be seen again when its wielder dies.

Use it or lose it is the order of the day.
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Torchlight: VHHC

There seemed to be considerable surprise in gaming circles that a hardcore title like Demon’s Souls could gain some measure of critical and commercial success given the industry as a whole seems fixated with the casual games market.

Personally, I’m surprised people would consider Demon’s Souls a hardcore game. It’s a game for mewling kittens. For Care Bears. For little Smurfs, la-la-la-la-la-la-la-ing as they flounce around in meadows.

You want hardcore? Play Torchlight. In Very Hard Hardcore mode. Torchlight fans dub it VHHC mode. I call it “Lessons in Humility”.

You die in Demon’s Souls, and you get an opportunity to recover. How adorable.

You die in VHHC Torchlight and it’s all gone. Your expensively-outfitted avatar resplendent with purples and golds, heavily laden with money, equipped with powerful spells … gone, existing only as a ghostly memory.
Torchlight: Wang Chung, VHHC, level 12
This is hardcore.
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Mass Effect: future tech, Realtek

Mass Effect: tech

In Mass Effect’s future, soldiers do battle with guns, laser rifles and grenades, and are protected by shielded armor. All of these can be customised so squad leaders are able to prepare loadouts to fit any and all mission requirements. Squads may also acquire items on the battlefield by engaging in the time-honoured tradition of frisking bodies of recent victims for loot which can then be stored in a shared stash capable of holding 150 items.

Items surplus to requirements can be sold to vendors — a time-consuming affair since tragically, sometime between now and 2183, humanity has lost the crucial ability to “sort inventory items according to item type” while selling goods — or magically reduced to goo called omni-gel. Aside from alleviating storage concerns, omni-gel can also be used as vehicle repair material, electronic lockpicks and possibly as a personal lubricant during intimate cutscenes.

The one thing omni-gel cannot magically do is fix problems with the PC port of the game. Past experience with BioWare’s products have taught me never to get one of the company’s RPGs until two patches have fixed the biggest bugs and completed post-release playbalancing but exasperatingly, Mass Effect still has problems even with patch 1.02.
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The Discount Effect

Being always in tune with the gaming mainstream, always with my finger on the pulse of what’s hot now, always keenly aware of current trends in gaming, I got myself the BioWare RPG everybody’s talking about: Mass Effect.

Mass Effect

(Image source: BioWare.)

The main reason I got the game now was that sultry siren of a digital service, Steam, batted its eyelashes in my direction and seduced me with a 50 per cent discount recently. Frankly, USD9.99 is about the price I’d want to pay for Mass Effect. I’m a big fan of Baldur’s Gate II — for better or worse still one of the finest single-player RPG experiences in terms of story and charm — but subsequent BioWare releases have cooled my ardour.
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More Majesty Gold, your majesty

Majesty Gold: Venn's Top 10

The game was conceived after lead designer Jim DuBois watched one of his units in The Settlers II going about his business.  (Source.)

The original design document was done in 1996 but Cyberlore had trouble finding a publisher for this unusual game. (Source.)

The Wizard’s cry of “Abderrazzaq!” was a tip of the hat to (then) Hasbro Interactive producer Marwan A. Abderrazzaq.  (Source.)

The peasant woman (“I serve with pleasure.”) is actually a man.  (Source.)

The tax collector’s voice was inspired by Paul Lynde.  (Source.)

The highest level heroes are apparently Wizards in the 150s. (Source.)

The music composer also worked on Sacrifice.  (Source.)

Computer Gaming World awarded Majesty the Pleasant Surprise of the Year in 2001 but the game lost out to Sacrifice in the Best Strategy Game of the Year category. (Source.)

There’s a browser-based role-playing game inspired by the game.  (Source.)

By 2007, the game sold over 500,000 copies worldwide.  (Source.)

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