We learn about character customization, the advancement system, combat, magic and more in Namco Bandai's title
February 27, 2006
- Mage Knight is WizKids' popular game of tabletop combat using
collectible miniatures. Players take on the roles of powerful Warlords
who pursue diverse goals that can range from the furtherance of
altruistic causes to subjugation and personal glory. They do so by
assembling and commanding suitably mighty armies made up of fantasy
beings armed with magical weapons and items. As a result, the battles
among them are epic affairs involving groups of Humans, Elves, Dwarves,
Trolls and colossal Draconum, the solitary, mysterious dragon warriors
who relentlessly search for individual evolution. The dual challenges
of conquering the land and crushing those enemies who dare to stand
before you require every magical, martial and technological resource
you can muster. However, the rewards for victory and success are
appropriately grand. Accordingly, many leaders strive to achieve
dominance, and perhaps even to become legends.
Announced in May of last year,
Mage Knight: Apocalypse
is Namco Bandai's action RPG set within this richly detailed property.
You play as one of five guardians, heroes who have sworn to uncover and
eradicate the source of an ominous evil that is plaguing the land and
threatening to bring about its ultimate devastation. Guided by the
Solonavi, a mysterious race possessing tremendous magical abilities,
you embark on your quest to find that the forces of Chaos are led by an
adversary you cannot hope to defeat alone, the five-headed Apocalypse
Dragon. Your only hope is to rally support among the factions, which
are frequently at odds with each other, and to recruit their greatest
champions to fight at your side. With development continuing to move
forward, we recently secured the opportunity to question the title's
Senior Producer, David Georgeson.
Includes four exclusive screenshots
Jonric: How will character selection function? To what extent can both
outward appearance and innate attributes be customized?
David Georgeson: Character creation is straightforward. You
select one of the five main characters to play, customize their
appearance (face details, hair color, hair style, etc.) and then launch
into the game. Each of the five characters has a basic set of skills to
begin the game, and how yours develops depends on which of those skills
you choose to exploit.
the Elf uses faith instead of mana.
As he casts spells, his bar is depleted (much like with mana), but he
regains his faith by saving the souls of the foes that are conquered.
Character
statistics (STR, AGI, etc.) are all in the game, but you don't have to
directly manipulate them. Instead, they will grow in relation to the
kind of things you do as a character. In other words, if you swing a
sword a lot, your strength will slowly get better. If you cast spells a
lot, your intelligence will grow.
Jonric: Within this system, how much differentiation can a given
character achieve via the player making certain choices instead of
others?
David Georgeson: Characters will become dramatically
different through their actions. A player that loves to wade into
battle swinging a two-handed axe will find those stats growing, and
skills related to melee combat becoming unlocked, as he adventures. A
player that stands back with a bow, allowing her sidekicks to meet the
enemy in melee will find ranged attack options opening up and she'll
become more dexterous.
In other words, your character grows according to your actions. Since
every gamer plays differently, the characters all grow differently as
well.
Jonric: Considering Mage Knight: Apocalypse is an action RPG, will there be any non-combat skills or abilities?
David Georgeson: In addition to combat-related skills, there
are also trade skills within the game. The ability to imbue items
within your armor and items, as well as mechanisms for collecting herbs
and reagents in the wild to bring them back and brew them into potions,
help keep players involved even when out of battle.
Jonric: How would you describe the combat system? Can the player
control more than one character? And are there combos or other special
attacks?
David Georgeson: Combat is the action in the "action RPG". In
other words, you're going to spend a lot of time defeating enemies and
overcoming obstacles in the game. In its simplest form, you simply
click on an opponent to attack them with the skill you have selected.
If you've selected a sword attack, then that's what happens. If you
have a Tidal Wave spell selected, then that's what occurs when you
click on the enemy. It's that straightforward.
Each player directly controls only their own character. In a
single-player game, where the player has accumulated sidekicks, he can
set aggressiveness levels so they know whether to Attack, Defend or
Follow. Additionally, they can be directed to attack specific enemies
or just all attack the same target the player is attacking.
Additionally, there are combo attacks. These attacks are triggered by
the player, and then other players (or sidekicks) can join together
with that player to make a multi-character attack. One example of this
is the Dark Sun where the Vampiress summons a ball of energy over the
head of an enemy, and then the Dwarf shoots it to make it detonate in
an area effect attack. Many others will be available too, so that there
are many different combination attacks based on the characters involved
in the attack.

Jonric: What's the nature of magic in the game? Are there different
types, and does it rely on mana or some similar commodity?
David Georgeson: Only two of the five characters (Vampiress
and Draconum) use mana as you may recognize it from other games. Mana
is depleted when spells are cast, slowly regenerating over time or
being restored by the use of potions.
Other characters have different mechanisms. The Amazon has different
stances for each of her Jaguar, Bear or Eagle disciplines. She can't
change between them freely, but must instead wait a small amount of
time to make the change. Her "mana" bar acts as a timer between actions.
The Dwarf uses an overheat bar. As he discharges rifles, throws
grenades and detonates bombs, he accumulates heat. He must manage that
heat in order to keep using his weapons, so if he overheats he has to
wait a short time before continuing to fire (until it cools down).
Lastly, the Elf uses faith instead of mana. As he casts spells, his bar
is depleted (much like with mana), but he regains his faith by saving
the souls of the foes that are conquered. By spending a moment over a
dead enemy, the Elf can absolve those souls, and his faith bar is
replenished according to the toughness of that enemy.
Jonric: How significant will
weapons, armor or clothing and items in general be? Will we see many
types, and will it be possible to customize any of them?
David Georgeson: There are literally thousands and thousands of
items and armors in this game. Besides the great quantity and variety
of armors, there are epic armors (that are only unlocked once you
acquire all the skills on a specific skill tree) and you can imbue
those armors / weapons with magestones.
There are something around a hundred
or so characters in the game, and a lot of spoken lines - it's an RPG,
after all - so we expect the game to really be vibrant once all those
pieces come together.
The great variety of
magestone combinations makes it so that even if players had *exactly*
the same items and armor as another player (highly unlikely), they
would still find them unique based on the magestone combinations
they've instilled into those items.
Jonric: Can players expect to face a wide variety of opponents? What
were the main considerations that went into selecting and designing
them?
David Georgeson: There are scores and scores of enemies in
the game. Each of the six regions in the game (regions = chapters in
the story) has somewhere around 15 to 20 different kinds of enemies
within it. Many of them were selected from the background of the Mage
Knight license; we chose them based on their political allegiances,
utility to the NPCs involved in the story and player appeal.
Some use invisibility, others teleport or are fast. Many use wildly
different attacks and each of the regions have multiple "boss
situations" where you might be faced with gargantuan foes, city-wide
invasions or highly skilled vampire assassin squads.
We use scale a lot in the game. One of the chief advantages to a "free
camera" system is that we can let the player see the world from more
than a top-down perspective. This lets us create monsters that are just
phenomenally huge and that creates a sense of freedom when making those
encounters. They vary wildly.
Jonric: To what degree do non-player characters have major roles in
the game, and are there many others in addition to the sidekicks?
David Georgeson: You bet. You only play one of the five
characters you could select from at the start of the game, but through
the course of the storyline, you'll meet the other four that you didn't
select. At appropriate times in the story, those other "Oathsworn" will
join your quest to assist the Solonavi and stop the Breaking of the
Land.
In addition to the sidekicks you acquire, there are many NPCs
throughout the world. Some simply talk to you, others join your quest
for a short time, and others are thoroughly evil and bent on stopping
you.
Jonric: What are you willing to tell our readers about the quest
element? Will there be many side quests, and will they include much
variety?
David Georgeson: The quests and missions in the game usually
serve two major purposes. One is to give the player reason to get into
hairy situations that are fun to succeed against, and the second is to
reveal another section of the story so the player can begin to
understand what's really going on in the Land.
We have both "main line" quests (critical to unveiling the storyline)
and a host of side quests that are optional and not required. Players
can easily ignore the side quests if they just want to power through
the story, but they are often interesting and add depth the story. It's
up to the player how much or how little they explore them.
The quests are highly varied and there really isn't a typical example,
but the Solonavi often uncover fragments of clues as to the Landshatter
Prophecies and they send their Oathsworn (e.g., you and your sidekicks)
into all sorts of situations to uncover more details to help them
decipher what's really going on.
Jonric: What guided your decisions regarding the technologies to use? What are the main features of your game engine?
David Georgeson: Our screenshots and AVIs will pretty much
explain what we like about our engine. It was developed and implemented
by InterServ International in Taiwan, and it's exactly what we'd hope
for in this kind of game. The graphics look great, the engine handles a
free camera system well, and we can push scores of units together on
screen to create frenetic battle situations without noticeable
slow-down. Namco Bandai is quite happy with the tech being used, and we
think the world of InterServ.
Jonric: Are you doing the sound, music and voice acting in-house or
externally, and where do these elements stand at the moment?
David Georgeson: Sound, music and voice acting are all done
professionally out of house. The world doesn't come alive until all
that stuff is inserted, and we're just starting the voice acting
sessions this month, so progress is ongoing. There are something around
a hundred or so characters in the game, and a lot of spoken lines -
it's an RPG, after all - so we expect the game to really be vibrant
once all those pieces come together.
Jonric: Since it's our usual practice to finish up with an open-ended question, do you have any concluding thoughswords?
David Georgeson: Thanks for the opportunity to talk about
Mage Knight: Apocalypse, Jonric. We look forward to finishing it in the coming months so you can play it yourself.
Naturally, we're also eager for David Georgeson and his Namco Bandai
team to conclude their work so we can play Mage Knight: Apocalypse and
experience their action RPG interpretation of the popular property. As
he noted during the initial portion of this interview, the target
release date is this summer, which means we don't have too long to
wait. As we settle back to hope that the time passes quickly, we thank
him again for expanding our knowledge of the title.