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Fight heresy the old-school way.

Inquisitor is a game that will take you on a thrilling journey through a dark medieval low-fantasy world and satisfy your hunger for old-school RPG, and it's available for digital pre-order on GOG.com for only $11.99--that’s 20% off the full price, only during preorders!

Dark times have fallen onto the once-peaceful land of Ultherst. As the prophet Ezekiel foretold: Famine, Plague, and Death came to harvest the souls of the sinners and the innocent alike. In this time of hardship more and more people started to succumb to the Devil's whispers. Heresy and worship of dark powers grow stronger and more blatant with every new follower of the demonic path. This evil must be rooted-out and purged with fire. And you--out of all of the people faithful to the true religion--have been selected to restore God's holy law and order as the Inquisitor.

Inquisitor is a truly old-school cRPG with open-ended gameplay, a large world to roam freely, a plethora of items and spells at your disposal, a deep and absorbing story, and hundreds of lines of dialogs. Get Inquisitor now with 20% pre-order discount and gain immediate access to the chest of goodies that contains treasure such as a full game soundtrack, a collection of 68 artworks, the ominous Revelation of Ezekiel, and a full-fledged Inquisitor novel! The pre-order period will last until Wednesday, September 5 at 10:59 AM GMT.

If you're not yet busy rushing to pre-order this item of old-school excellence, take a moment and listen what Martin Kovar of CINEMAX--the studio that put more than 10 years into developing Inquisitor--has to say about his game.
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Kovi: I checked that and the music you are talking about is from the boss fight wirth Arthamon - one of the three fallen angels...
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Merchito: Wow... I hope music sounds more adapted to the context during the rest of the game. I mean, doing so many artistic efforts to visually bring a medieval atmosphere, and puting on top of that some hardcore tunes that take you into the bedroom of a 16 years old 21st century teenager, it's a mistake. And I notice several medieval themed games crafted in eastern Europe insist in doing this bad audio choice. Strange...
Anyway, sounds files can perhaps be replaced if they are easily accessible and in a common format.
Hi, I'm the composer of the original score of this game. The "hardcore" piece used in the trailer (even it was inspired by Apocalyptica as there were used overdriven Chelloes instead of guitars) is the only one such devillish music in the game:) The rest of two hours long soundtrack is prety much in the medieval atmospheric mood and orchestral style...
Very cool! I've had my eyes on this game when it was announced (I read about it on a Hungarian game magazine's website), then it fell off the radar around here because of the lack of international release, so it's great I can pre-order it on GOG.
Fenixp.

How much of the story in this game is just flavor text, as in are there dialogue choices and opportunities for real role-playing?
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Kovi: Hi, I'm the composer of the original score of this game. The "hardcore" piece used in the trailer (even it was inspired by Apocalyptica as there were used overdriven Chelloes instead of guitars) is the only one such devillish music in the game:) The rest of two hours long soundtrack is pretty much in the medieval atmospheric mood and orchestral style...
Good, thanks. Note that I do not criticize the quality of the composition neither your choice of style. Just I can't stand hearing bass-drum and saturated guitars in a medieval RPG context the same way I wouldn't like to see Robin Hood rescuing Lady Marion and taking her to Sherwood on a motorbike. :) I'll soon listen to the rest and more medievalish of your compositions (game is pre-ordered)!
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Crosmando: Fenixp.
You can just quote me you know :-P
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Crosmando: How much of the story in this game is just flavor text, as in are there dialogue choices and opportunities for real role-playing?
It's actually got a morality system, so there's quite a bit of that. Choices seemed too black and white to me more often than not, nevertheless, that can be said pretty much for any oldschool RPG.
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Kovi: And unfortunately not, there is no voice-acting in the game, only the text. The game wasn't developed with voice-over in mind (...)
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Phaidox: That's actually a good thing in my book - fully voiced conversations in cRPGs usually lead to fewer dialogue&quest options without contributing much to the overall experience.

Take Infinity Engine-based games (Torment etc.), for example - NPCs had introductory VO for the most part, giving you an idea of what a character might sound like and leaving the rest to your imagination. I liked that a lot.
I've read a lot of interviews on the internet with former CRPG developers during the 90's, and some (I might even say most) say that the decline of RPG's in the last decade or more was due to voice-acting.

More money paying professional voice-actors = less money paying professional writers on quests and dialogue, and less money paying programmers to script that text into the game. I mean as you say, do you think Planescape Torment would have had 90,000 lines of dialogue if they had to be all voiced? Or as many choices?

Same goes for the huge costs of graphics since the transition to 3D. The more games move away from words, and towards visuals, the worse they get.

Sorry for the tangent, but this is why I was very happy to hear that the Wasteland 2 project is hiring lots of writers, but not a cent on voice-acting.
F**k, yes! Pre-ordered!
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Phaidox: That's actually a good thing in my book - fully voiced conversations in cRPGs usually lead to fewer dialogue&quest options without contributing much to the overall experience.

Take Infinity Engine-based games (Torment etc.), for example - NPCs had introductory VO for the most part, giving you an idea of what a character might sound like and leaving the rest to your imagination. I liked that a lot.
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Crosmando: I've read a lot of interviews on the internet with former CRPG developers during the 90's, and some (I might even say most) say that the decline of RPG's in the last decade or more was due to voice-acting.

More money paying professional voice-actors = less money paying professional writers on quests and dialogue, and less money paying programmers to script that text into the game. I mean as you say, do you think Planescape Torment would have had 90,000 lines of dialogue if they had to be all voiced? Or as many choices?

Same goes for the huge costs of graphics since the transition to 3D. The more games move away from words, and towards visuals, the worse they get.

Sorry for the tangent, but this is why I was very happy to hear that the Wasteland 2 project is hiring lots of writers, but not a cent on voice-acting.
Don't bash voice acting as such, it's a beautiful art. The bad thing is a pressure to be "fully-voiced", which stems from the general pressure to be "cinematic". Fallout had a good balance.
Post edited August 29, 2012 by CaveSoundMaster
I've been waiting for this game for months (if not longer). And it's a great thing to see it here. Good job GOG!
Any game getting this many Monty Pythonites on the move gets my interest. Will see after I get King of Dragon Pass as well.
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Merchito: Wow... I hope music sounds more adapted to the context during the rest of the game. I mean, doing so many artistic efforts to visually bring a medieval atmosphere, and puting on top of that some hardcore tunes that take you into the bedroom of a 16 years old 21st century teenager, it's a mistake. And I notice several medieval themed games crafted in eastern Europe insist in doing this bad audio choice. Strange...
Anyway, sounds files can perhaps be replaced if they are easily accessible and in a common format.
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MartinLinda: Hi, I'm the composer of the original score of this game. The "hardcore" piece used in the trailer (even it was inspired by Apocalyptica as there were used overdriven Chelloes instead of guitars) is the only one such devillish music in the game:) The rest of two hours long soundtrack is prety much in the medieval atmospheric mood and orchestral style...
Watched and listened to a few posted Utubes, and I think the music sounds awesome, and supplies a great atmosphere...looking forward to having the sound track when it finally comes out here on GOG
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Crosmando: I've read a lot of interviews on the internet with former CRPG developers during the 90's, and some (I might even say most) say that the decline of RPG's in the last decade or more was due to voice-acting.

More money paying professional voice-actors = less money paying professional writers on quests and dialogue, and less money paying programmers to script that text into the game. I mean as you say, do you think Planescape Torment would have had 90,000 lines of dialogue if they had to be all voiced? Or as many choices?

Same goes for the huge costs of graphics since the transition to 3D. The more games move away from words, and towards visuals, the worse they get.

Sorry for the tangent, but this is why I was very happy to hear that the Wasteland 2 project is hiring lots of writers, but not a cent on voice-acting.
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CaveSoundMaster: Don't bash voice acting as such, it's a beautiful art. The bad thing is a pressure to be "fully-voiced", which stems from the general pressure to be "cinematic". Fallout had a good balance.
I'm not bashing voice-acting, in fact I loved the "snippet" voice-acting in Fallout too, also in all the Troika Games, as in here an there the first sentence or so of a main-plot character would be voiced, and the rest of his talking just text. I just mean that a dollar spent on voice-acting in an RPG is a dollar not spend on more role-playing.
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Crosmando: How much of the story in this game is just flavor text, as in are there dialogue choices and opportunities for real role-playing?
As far as the dialogues are concerned, your reputation and alignment play their roles here and some people will thus refuse to talk to you from time to time. In some cases you can use flattering or threatening to get the information from them anyway. The dialogue choices are also affected by your accepting/refusing/completing a quest for that NPC or if you try to steal from an NPC and get caught, and naturally if you attack him/her.

Also, you can sometimes lose a chance to learn a rumour if you are too strict to an NPC - but you may have a chance to learn the same rumour from another NPC later on. And if you don't have that rumour at all, it's not the end of the world, you just might have troubles for a while to find where you should go next.

Thief can use his Eloquence skill to ease the communication with others (and to get better prices in shops).

And it's also useful that the game saves automatically before every dialogue.
just pre-ordered, can't wait to play it :)
Game looks like refined awesome. Definitely planning to pre-order.

Reminds me of the Infinity Engine. Ah, those were the days.

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CaveSoundMaster: Don't bash voice acting as such, it's a beautiful art. The bad thing is a pressure to be "fully-voiced", which stems from the general pressure to be "cinematic". Fallout had a good balance.
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Crosmando: I'm not bashing voice-acting, in fact I loved the "snippet" voice-acting in Fallout too, also in all the Troika Games, as in here an there the first sentence or so of a main-plot character would be voiced, and the rest of his talking just text. I just mean that a dollar spent on voice-acting in an RPG is a dollar not spend on more role-playing.
All the Troika games? Methinks someone is forgetting Vampire: The Masquerade - Bloodlines
Post edited August 29, 2012 by staticblast