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The Dark Eye gazes upon you!

Blackguards Special Edition, an engaging RPG in the world of the Dark Eye with deep tactical combat mechanics, is available 10% off on GOG.com. That's $40.49 for the first week!

<i>The Dark Eye</i> (or rather, <i>Das Schwarze Auge</i>) is to the German role-playing gamers what <i>Dungeons and Dragons</i> is to their US counterparts. For exactly 30 years now, the brave adventures have roamed the land known as Aventuria. It witnessed epic campaigns, secretive plots, and strange magical happenings--everything that makes a place <i>real</i> in player's imagination. Now, Daedalic Entertainment, the german game-dev powerhouse that ventured into the world of The Dark Eye in their adventure games, [url=http://www.gog.com/game/the_dark_eye_chains_of_satinav]Chains of Satinav and Memoria, gives you a whole new and original story to experience. And this time--it's an RPG.

Blackguards Special Edition, a new turn-based strategy RPG, places the fate of the land in the hands of a pack of misfits, convicts, and outcasts. In its grim, yet engrossing gameworld, you will discover over 180 unique hex-based battlegrounds within a dark and mature story of crime, drugs, and murder. Play as a warrior, mage or hunter and customize your character's skills as you see fit. The challenging campaign delivers a story of doubt, treason and loss. You decide the course of the story at key turning points and determine its outcome. The game comes with a full soundtrack in WAV format (no lossy MP3 compression here, nope!), and video interviews with its creators.

Set out on an adventure unlike any other, and get to know the party of unlikely heroes of Blackguards Special Edition, for only $40.49 on GOG.com. The 10% off release discount offer lasts until Wednesday, January 29, at 3:59PM GMT.

Notice:
We'd like to invite you to an AMA event GOG.com and Daedalic Entertainment is currently holding on . Feel free to come, ask the creators of Blackguards some questions and pick up a complimentary copy of [url=http://www.gog.com/game/the_dark_eye_chains_of_satinav]Chains of Satinav.
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Scorpionscythe: Broke down and got it. Couldn't resist a brand new rpg that is drm free. I have only played about an hour so far, but really looking forward to the rest. No regrets yet! Next up will be Banner Saga if that other company gets their act together.
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Theta_Sigma: While the price is rather steep, I have no regrets either. I am rather enjoying the pseudo-pen and paper feel of character creation/leveling. Though I also like that you can build a character as you wish for the most part too; it kind of almost puts me in the mood to get a table top game going.
Ditto for me. The game has a very strong PnP feel to it, not just in character creation, but in gameplay mechanics and flow too. Not that it's without flaws, but as a cRPG, it does many things right. That's some real incline right there.

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BananaJane: I don't know what you mean by that, but thanks!
Yeah, going by the logic behind your posts, I wouldn't expect you to ;)
Post edited January 25, 2014 by lowyhong
How do the story and characterization compare to BG2?
Post edited January 25, 2014 by Sabin_Stargem
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Theta_Sigma: While the price is rather steep, I have no regrets either. I am rather enjoying the pseudo-pen and paper feel of character creation/leveling. Though I also like that you can build a character as you wish for the most part too; it kind of almost puts me in the mood to get a table top game going.
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lowyhong: Ditto for me. The game has a very strong PnP feel to it, not just in character creation, but in gameplay mechanics and flow too. Not that it's without flaws, but as a cRPG, it does many things right. That's some real incline right there.

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BananaJane: I don't know what you mean by that, but thanks!
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lowyhong: Yeah, going by the logic behind your posts, I wouldn't expect you to ;)
Yeah, I noticed that. I really think Daedalic did a good job, of course like everything else it has it's flaws, but for the first RPG I think they've ever done it's a strong entry into the genre. It's kind of a shame there is no LAN based multi-player mode since it would be a wonderful experience to play in a LAN party. However due to how the game is designed I can see why it wouldn't work. I like how the game is easy to learn, but still has multiple levels of learning to play it.

I kind of got a bit of a Temple of Elemental Evil vibe from the game too. Not really sure why I do though, probably just my mind playing tricks on me or something.
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Sabin_Stargem: How do the story and characterization compare to BG2?
well in some ways the depth of the setting compares. Theres many different things going on, and characters all have their own sidequests and plot arcs. But in general the play style is much more linear (although in chapter 3 things really start to open up and you can go all over the place and there are many sidequests).
I have been wanting to play some BG2, but I always preferred 4th Edition over the ruleset used in the Infinity Engine games. Blackguards looks like it will do the job for me. :)
low rated

genre: rpg / strategy / fantasy
Since when does tactics/tactical equal strategy/strategic? Is there some strategy aspect to this game that I don't know about? (If there is maybe I would have to reevaluate the game -- I didn't see any strategy component in the video I linked though.) GOG does have a "tactical" tag they use for games (see here), so if there's no strategy component in the game then the use of the "strategy" tag rather than the "tactical" tag would seem to be just confusing.

180 unique battlemaps
That doesn't tell you much (since e.g. as far as I can remember Darklands may have only had 2 unique "battlemaps" for random encounters, yet Darklands was an open world RPG without an immersion-breaking artificially small battle areas, so the above could just mean "just like Darklands but with 90 times more environmental variety for random encounters", and I wouldn't complain about that).

"Blackguards, a new turn-based strategy RPG"
Apparently some people now put the words "strategy" and "RPG" together to mean something that contains neither strategy nor an RPG. Even so, the gamecard has "rpg / strategy / fantasy", not "strategy rpg / fantasy", and those two would appear to mean two different things. (It's not even "strategy / rpg / fantasy" which would at least put the words in the same order as "strategy RPG".) Plus, the more accurate (though still potentially wrong) term for this would appear to be Tactical RPG -- at least "tactical RPG"s actually include tactics, even if the RPG part may or may not be lacking.

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real.geizterfahr: They're not advertising this as a RPG.
From the GOG announcement: "And this time--it's an RPG."

(I don't really even want to hear what contorted explanation you might come up with on how that is not advertising it as an RPG.)

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real.geizterfahr: A turn based strategy RPG (as it is clearly stated everywhere)
Eek -- if you consider the take-away from all of the above snippets to be clear...

Also, your previous post said "turn based tactical combat games" (not "strategy RPG" or even "tactical RPG"), and that's what I said Blackguards wasn't being advertised as. I said it was being advertised as an RPG, but now you seem to be saying it's a "strategy RPG", not an "RPG", but then:

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real.geizterfahr: but character creation, stat-developmentg, dice rolling, skill tree, experience points... All this makes this game a RPG
Would you make up your mind!? So now you claim it is an RPG, but they (and by "they" I just mean the GOG crew) are not advertising it as an RPG, even though they say "And this time--it's an RPG.", and you claim that it's all perfectly clear!

I think I am now speechless...

For the sake of my own sanity, I may have to decline going any deeper into this particular abyss you have created.

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real.geizterfahr: But you have to realize two things.... First: It is a game.
I already realized the purpose of the treasure chest behavior and noted that in my original post when I said "I understand it as a game mechanic, but that does nothing to reduce its immersion-destructive nature." It's a perfectly good game mechanic for a not-supposed-to-be-believable-anyways puzzle game. It's total trash in an RPG (as in "an actual role-playing game allowing for actual role-playing") where immersion (which includes not getting frequently smacked upside the head by non-sensical game-world behavior) is an important component.

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real.geizterfahr: Second: It is a turn based srategy game.
What? Now it's a turn based strategy game?

So is it like Age of Wonders, Warlords or Imperialism (which I like) or Eador (which I don't care for)? :-P

(Hey, I told you I would "decline going any deeper into this particular abyss", so humor is my chosen refuge here. When so many words are used so haphazardly, as if they have no real meaning, it's just impossible to have a fruitful discussion. And of course, whether or not Blackguards had been advertised as a "tactical combat game" or equivalent rather than an RPG, your original post still doesn't make sense because as already stated, I never suggested removing tactical combat from the game.)

The words you are (or at least should be) looking for are "puzzle game element". Let me explain:

In an RPG, everything should make sense in terms of the fictional world the game defines -- the game is a simulation of that fictional world (or at least some part of it). I'm not aware of any game developers that have pulled that off yet, though (at least for reasonably complex game worlds), so we settle for lesser game creations that try to provide the illusion of that. In a non-abstract strategy game ("non-abstract" here meaning "set in some real or fictional world" as opposed to a purely abstract game like "go"), again everything should make sense -- the whole land/map should be a simulation. Many games (ignoring some glitches like bad path-finding AI) have pulled that off -- it's not actually that hard to do since it's just combat (and perhaps some building, resources, and production), though it should be noted that such simulations, though not purely abstract, are abstracted to a significant degree -- they are not simulating battles at a quantum physics or atomic level, but rather at a much higher and more abstract level (such as using simple scalar hit-points, to-hit and damage stats for units). Tactical is like strategy, but on a smaller scale and with a "closer to the ground" (details) perspective.

Then there's puzzle games (and purely abstract strategy games). These games don't need to make sense. The up-side of that is that the rules can be completely arbitrary. The arbitrary rules allow for a greater variety to be achieved more easily because you don't have to rationalize the rules, just spell them out (or for some puzzle games, leave the player to figure them out for themselves). The down-side is that such games do not provide the player the experience of "being there and doing that" -- there is no "there" or "that" (without which, there can be no role-playing, which is why there is no such thing as a "purely abstract RPG").

What Daedalic has done here (with the treasure chest "feature") is inject what is essentially a puzzle game element into an RPG. Now, "puzzle game element injected into RPG" is not automatically bad, but if you're going to do that the puzzle has to appear as a puzzle in the RPG.

For example, in an RPG your character(s) may discover some artifact a wizard has left behind and believe it can provide entrance to the wizard's vault, but the artifact has multiple pieces that have to be arranged "just so" before the vault will open. Now because this artifact is presented as a puzzle in the game world, the rules of that particular puzzle can be pretty much anything and it will not break immersion because the rules of the puzzle are not directly tied to the rules of the game world. (The only thing that needs to be plausible here is that a wizard in this game world could have constructed or acquired such a device, the means of which need not even be specified.)

The way the treasure chest puzzle game element has been injected in Blackguards, though, is not as a puzzle within the game, but as the behavior of a common game-world item. That is, in order for this to not be immersion-breaking, the game's definition of the game world would have to explain how/why treasure chests just vanish or otherwise become inaccessible, which to my knowledge it does not.

I could imagine setting up such an explanation, but it would involve something like pocket universes and your opponents being magically linked to the pocket universe they are in so as soon as you kill them the pocket universe ceases to exist and ejects you (as foreigners not linked to the pocket) and everything you are holding, while everything else is uncreated along with the pocket universe itself. But that only raises more questions. For example, why is every set of opponents you encounter so linked? The game world would have to allow for a plausible explanation for that and other questions, and then any additional questions those explanations raised, etc. (Trying to do a post-facto rationalization of puzzle game elements injected in the game is likely to be difficult and/or lead to some game-world definition that itself strains credulity -- it's generally going to be better to lay the game-world rules down first and then build the game within that space. This difficulty in post-facto rationalization is also a reason not to expect the player to just handle it -- they won't, it's too damn hard to do just to play a game.)

Now, if you don't care about immersion or actually being able to role-play in your role-playing games, rather you play RPGs as "just games" to be solved/finished/powered-through/whatever, then the fact that this treasure chest "feature" is frequent, prominent and immersion-breaking won't matter to you. Hopefully you can see that if, on the other hand, one is trying to suspend-disbelief and role-play in this world, such a constant reminder that it's "just a game" could be problematic.
Mage or fighter, someone please tell me I've been hung up on this for the past thirty minutes.
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ShadowWulfe: Mage or fighter, someone please tell me I've been hung up on this for the past thirty minutes.
fighter if you want a more reliable damage dealer, mage if you want a more strategic versatile character (buff/debuff spells are very good in this game).
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ShadowWulfe: Mage or fighter, someone please tell me I've been hung up on this for the past thirty minutes.
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zavlin: fighter if you want a more reliable damage dealer, mage if you want a more strategic versatile character (buff/debuff spells are very good in this game).
Between your main (if you go fighter) and the Dwarf you get as a party member, both are amazing damage dealer/tank characters.
Thanks for the advice! My honest main concern is how mages always seem to get cheated out of cool items in most RPGs. By cool items I mean items that actually do a meaningful gameplay difference instead of .1% bonus to casting or whatever.

I'll give the background blaster a go.
Downloaded the demo this morning and I am really enjoying this game, its pretty good (will have to wait till payday this week before I can get this)
For anyone that's interested, TotalBiscuit has his WTF Is... : Blackguards ? video up.

The good news -- at 5:50 he shows off a battle area (which he says is the biggest he's seen so far in the game) and it is not the small artificial hex-ish area like in the video I linked previously (it is about three screens in size).

The not so good news -- that battle he started at 5:50 was still going at around 15:50 when he cut out and said he would come back after he finished, but when he came back he said "so I eventually actually gave up on that fight because it was horribly tedious [...] really, really tedious and repetitive". Later on in the video, talking about Blackguards combat in general: "half the time I think it's pretty good, and then the rest of the time I'm thinking 'God, why am I even here, this is taking forever.' It will be what makes or breaks this game for you."

An oddity -- he says he's been told that the exploration [these 'quotes' paraphrased from memory] "really opens up" in chapter three but never in an "open world, go wherever you want kind of way" (so who knows what that means), and you can't find out yourself from playing the demo because it is strictly chapter 1.

I went off looking for a video that would show off this mysterious exploration and started watching this one, and maybe this player just wasn't very good, but it looked like there may be a problem where you can't tell whether or not stuff will block your shots from a given position until after you spend your action points to move there (which if so seems like it would kind of suck). I didn't actually ever find anything about the exploration.
Post edited January 26, 2014 by TheJadedOne
@TheJadedOne
Holy sh... I've rarely.. no, I've NEVER seen such a passionate hairsplitting! Your post is so oddly wrong, it even broke the quote feature (It really did! Your post can't be quoted. Not even as *snip*). Sorry, but I've stopped reading your post after you philosophised about the order in which the genre tags are placed and after you fiercely insisted that tactical and strategic are two entirely different things, for the bazillionth time (in two paragraphs). Get a dictionary and look up "tactical". You'll find the annotation "adj. strategic". "adj." stands for "adjacent", which means "next to" or "neighbouring". Just a little advice: It's not a good idea to invest all your experience points in hairsplitting. Even specialised characters need to combine a few talents, skills and stats...

And, yes, the GOG announcement dared to say "And this time--it's an RPG." Sue them for false advertising. They should have written "And this time--it's an pseudo-tactical/fantasy/puzzle/non-strategic/non-RPG." -.- Blackguards IS a RPG. You have characters with stats, skills and talents, you gain experience points to spend on character development, you have the rule set of a pen and paper RPG, you have talent checks and dice rolls... What more does a game need to be a RPG? No, Blackguards isn't Morrowind. It's a tactical/strategic/HOMM-style/turn based/whatever-RPG, but it IS a RPG. And even though GOG dared to forget to mention that it is a tactical/strategic/HOMM-style/turn based/whatever-RPG in one single phrase (Don't waste your time... I'm sure you'll find another phrase where it's solely called a RPG), it is abundantly clear what kind of game Blackguards is. There's the rest of the announcement (with deep tactical combat mechanics ... turn-based strategy RPG ... over 180 unique hex-based battlegrounds), screenshots, genre tags and lots of other stuff. No one ever tried to conceal what kind of game Blackguards is.

Critical hit. You've dealt 2D20+10 damage...
Post edited January 26, 2014 by real.geizterfahr
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real.geizterfahr: @TheJadedOne
Holy sh... I've rarely.. no, I've NEVER seen such a passionate hairsplitting! Your post is so oddly wrong, it even broke the quote feature (It really did! Your post can't be quoted. Not even as *snip*). Sorry, but I've stopped reading your post after you philosophised about the order in which the genre tags are placed and after you fiercely insisted that tactical and strategic are two entirely different things, for the bazillionth time (in two paragraphs). Get a dictionary and look up "tactical". You'll find the annotation "adj. strategic". "adj." stands for "adjacent", which means "next to" or "neighbouring". Just a little advice: It's not a good idea to invest all your experience points in hairsplitting. Even specialised characters need to combine a few talents, skills and stats...

And, yes, the GOG announcement dared to say "And this time--it's an RPG." Sue them for false advertising. They should have written "And this time--it's an pseudo-tactical/fantasy/puzzle/non-strategic/non-RPG." -.- Blackguards IS a RPG. You have characters with stats, skills and talents, you gain experience points to spend on character development, you have the rule set of a pen and paper RPG, you have talent checks and dice rolls... What more does a game need to be a RPG? No, Blackguards isn't Morrowind. It's a tactical/strategic/HOMM-style/turn based/whatever-RPG, but it IS a RPG. And even though GOG dared to forget to mention that it is a tactical/strategic/HOMM-style/turn based/whatever-RPG in one single phrase (Don't waste your time... I'm sure you'll find another phrase where it's solely called a RPG), it is abundantly clear what kind of game Blackguards is. There's the rest of the announcement (with deep tactical combat mechanics ... turn-based strategy RPG ... over 180 unique hex-based battlegrounds), screenshots, genre tags and lots of other stuff. No one ever tried to conceal what kind of game Blackguards is.

Critical hit. You've dealt 2D20+10 damage...
I agree with your post, but I'm fairly sure that the "adj." stands for "adjective", a descriptive word.

This game is supposed to be reminiscent of games like Baldur's Gate, and it looks like they did a great job, I'm looking forward to playing it myself.
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Dualblade20: but I'm fairly sure that the "adj." stands for "adjective", a descriptive word.
In this case "tactical - adj. strategic" doesn't make a lot of sense to me. "Adjacent" can be abbreviated with "adj." and it did sound logical to me. Whatever... I've never been a grammar ace ;)