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May Millennials 5: Arcanum: Of Steamworks and Magick Obscura (Intro)

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May Millennials is back with a few more of the biggest CRPGs from the 2000s that I missed out on, starting with the last of the three major Troika releases I've yet to write about*: their fantasy steampunk-themed Arcanum: Of Steamworks and Magick Obscura. Like the other two Troika games, this was almost entirely resurrected by an accommodating community who saw what these overly ambitious developers were trying to do, albeit without the necessary amount of budget and time to polish it to a sheen (or even to the point where it was functional enough to be sold to people), and helped them over the finish line with a series of fan patches, the last of which released only last year.

Honestly, after playing the game for a few hours, I'm not sure they needed to bother. Maybe that's just early CRPG doldrums talking - the first "town" of any CRPG is invariably dull and full of simple fetch quests intended to get new players acclimated to the new game and its mechanics - but even with most of the rough edges sanded away by frequent patching, there's a distinct clunkiness at the core these community mods were never fully able to overcome. It moves like molasses, important options frequently untoggle themselves mysteriously, random items can vanish from inventories equally mysteriously, and the map travel system is just bizarre in how it switches from the local to world maps depending on your distance from the center of the region but theoretically lets you keep walking past that border for possibly forever. Then there's the hilarious "critical miss" system that can cause your weapons and armor to lose a significant amount of their item endurance and become permanently unusable, or scar yourself for a semi-permanent stat penalty to attractiveness, or knock you on your ass to make it easier for enemies to finish you off, or you'll simply drop your weapon and have an NPC ally decide on their own to pick it up for you for safe-keeping, preventing you from using it for the rest of the conflict. Any aspirations I had to play this game all rootin' and tootin' with a flintlock was quickly dashed when the game makes clear that gunfighting is purely a late-game build extravagance, and the only firearms you can find early on can't hit the broadside of a barn and will bankrupt you in ammunition costs besides.

My vaguely dexterous/rogue character, which I eventually decided on after scrolling past dozens of terrible (but thankfully optional)
My vaguely dexterous/rogue character, which I eventually decided on after scrolling past dozens of terrible (but thankfully optional) "significant background" choices. One of them was "literally brought back to life to be married to an undead monster". I don't have the frizzy hair to pull that off, for one thing.

I have to say, though, like Vampire: the Masquerade: Bloodlines, the game is slowly growing on me despite its flaws and iffy gameplay. Part of that is just how underpowered you are to start with; upon hitting level 5 I received double the usual amount of building points (might just be a thing for levels divisible for 5, but I'm hoping it's the new standard from here on out) and am starting to feel a little bit more secure with my skills. Arcanum has an odd system where everything - stats, health, skills - use the same pool of building points, and higher skill levels often require boosting the attached stats sufficiently first. It means that you can't exactly master a whole lot right away - the best being a handful of the most useful skills and a preferred stat or two - but the game does accommodate this somewhat by letting you sweet-talk or outwit certain critical foes instead of fighting them. Sometimes. You do still have to fight your way out of the wreckage site the game starts in, surrounded by wild beasts who aren't so taken by your charisma stat, and that alone can be quite a challenge for the physically impaired. Reminds me of that intense first dungeon in Daggerfall and how it makes fools out of those wishing to take a more silver-tongued approach to the rest of the game.

Current Status: I got so sick of damaging my expensive dress fighting rats that I've chosen to fight in my undergarments. Truly, I am the archetypal demure lady adventurer.
Current Status: I got so sick of damaging my expensive dress fighting rats that I've chosen to fight in my undergarments. Truly, I am the archetypal demure lady adventurer.

Anyway, that's all I've got for Arcanum at this stage. There's a certain Giant Bomb Monopoly stream going on right now that ate my whole evening, so I'll have more to say when I pen an "Outro" sometime later next week, but I'm hoping getting a few more levels and adjusting to the game's very particular personality and maybe seeing some more interesting locations will turn me around a little more definitively. For now, I'm in that Deadly Premonition/Final Fantasy X-2 zone of suffering some bad gameplay now for some potential good narrative later. This May's going to be a rough one, I can tell.

(* I've written about VtM: Bloodlines via a semi-scathing review here, and about Temple of Elemental Evil with this "illustrated" series here.)

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5 Comments

5 Comments

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ArbitraryWater

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Edited By ArbitraryWater

For as much as I truly do respect it (and would really like to finish it one day) Arcanum is only a breadth of positive sentiment and ambition away from being on the same wheel of RPGs currently powering my own blogging/streaming initiative. There's a blog out there that I wrote like 10 years ago detailing my initial playthrough attempt, where I basically gave up 20 hours in and was sort of shitty about it. It's only been years later that I've come to appreciate what it does a lot more, even as I find myself a little too scared to take the plunge and just go for it.

I think it might be a top contender for "most intimidating initial character creation screen" in the genre, especially if you're trying to go in semi-blind (and even having played the game I still find it daunting.) It more or less throws a thousand little and big options at you at once and gives little context for what might be useful early on. While it seems like there are a wide variety of fun, inventive builds you can reach in mid-late game, I've spent enough time messing around with the game and reading on the internet to know that technician characters are going to generally have a rougher time of things than their magical counterparts. Guns especially, hoo boy. Nothing quite like needing to scavenge as much charcoal and iron scraps as possible so you can make ammo for your inaccurate peashooter while the mage just needs a couple fatigue potions to blast people down.

In any case, I've been thinking about this sort of stuff, especially in regards to these classless, single character RPGs for a bit with Ben's Fallout 2 streams and a couple of hours spent with Underrail. I, uh, hope you get something sticking with it, because it's something I'm thinking about revisiting at some point once the dubious RPGs are done eroding away my soul. It sounds like you have a pretty "exciting" May in front of you, so good luck on that.

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sparky_buzzsaw

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Arcanum as a concept is brilliant. Absolutely should be brought back to life in more financially capable hands, with modern sensibilities towards RPGs instilled into it. Arcanum as a game is all over the place. The core gameplay is still great, but almost everything around it just needed more time. I love it, but even I will freely admit I have to squint at it a lot and use my imagination to sometimes trick myself into believing it's as great as I think it is.

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Humanity

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After loving both Fallout 1 and 2 I thought I was an "RPG" guy and then quickly realized that those two games were very unique in both mechanics and settings to the genre. Attempting to play Baldurs Gate I quickly realized I had no idea about the D&D ruleset, about THAC0, about what savings throws are or whats the difference between a 1d4 and a 2d3. All those things were naturally happening in Fallout, just under the hood. So Arcanum was coming along and I thought wow, here is another great non-fantasy RPG. Well sure it has fantasy in it but the steampunk part of it seemed to be the dominant tone. Much like everyone above I soon ran into the double wall of technical glitches and convoluted mechanics.

I tried my best, I struggled, I forced myself forward but ultimately some bugged actually blocked all of my progress, at which point it was almost a relief to stop playing.

It would be interesting to see this brought back with modern systems, but then again this can be said for many games. Seeing the recent Resident Evil games get these beautiful ground-up reworkings made me think a Silent Hill game with the same treatment would finally be something both narratively interesting as well as actually fun to play. At the same time if I had to choose between seeing some old franchise brought back or seeing brand new games brought to light, I would choose something new every single time.

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Efesell

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This was one of those rpgs that always had the systems I was interested in but lacked a hook to get me to follow along, made especially difficult with Troika issues.

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rorie

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Like a lot of other RPGs I think I should've played this for a few hours and then start over. I think I only got around halfway through. But then I've restarted DOS2 like a dozen times and barely ever get out of the first act.