Posted May 19, 2010
Arcanum is, in many ways, the archetypal Troika game: Brilliantly conceived but sloppily executed. Bugs, combat that vacillates between tolerable and awful, unbalanced gameplay and an at times obtuse plot mar the experience. Still, the fact that Arcanum is among the finest RPGs ever created speaks volumes to the creative clout wielded by the now-defunct Troika.
The game's weakest point is the combat. It is unbalanced, boring, repetitive, illogical (monsters are a mishmash of fantasy tropes that frequently have little or nothing to do with their respective environments) and is most often merely used as a barrier to player progress. The last point in particular is frustrating to me. In good game design, combat should enhance story progression, not hinder it. I don't want every combat area to merely be a grinding slog between plot points.
The game's strongest point is the character creation and realization. You really can create and play a huge variety of characters (though the viability of characters varies wildly due to balance issues). Even if a technologist with an allergy to magicka is at a huge disadvantage compared to a pure mage, you can still play one consistently throughout--and the game will recognize and respond to your choices. That is not true with a great many RPGs that funnel different characters into one path or don't respond to unique character builds. Arcanum knows the difference between a suave human swashbuckler, a haughty elven mage, a brilliant dwarven tecnologist, a nimble halfling thief, and a half-ogre with a stunted IQ but an overgrown fist, and will respond accordingly. That, in and of itself, is probably worth the purchase price at $6.
In conclusion, this is an outstanding game that could have been truly remarkable if only the flaws had been ironed out before release. If you like story-driven games with deep character choices and real role playing, there are few games before or since that are better. If you like great combat and high production values, however, you will likely be disappointed.
The game's weakest point is the combat. It is unbalanced, boring, repetitive, illogical (monsters are a mishmash of fantasy tropes that frequently have little or nothing to do with their respective environments) and is most often merely used as a barrier to player progress. The last point in particular is frustrating to me. In good game design, combat should enhance story progression, not hinder it. I don't want every combat area to merely be a grinding slog between plot points.
The game's strongest point is the character creation and realization. You really can create and play a huge variety of characters (though the viability of characters varies wildly due to balance issues). Even if a technologist with an allergy to magicka is at a huge disadvantage compared to a pure mage, you can still play one consistently throughout--and the game will recognize and respond to your choices. That is not true with a great many RPGs that funnel different characters into one path or don't respond to unique character builds. Arcanum knows the difference between a suave human swashbuckler, a haughty elven mage, a brilliant dwarven tecnologist, a nimble halfling thief, and a half-ogre with a stunted IQ but an overgrown fist, and will respond accordingly. That, in and of itself, is probably worth the purchase price at $6.
In conclusion, this is an outstanding game that could have been truly remarkable if only the flaws had been ironed out before release. If you like story-driven games with deep character choices and real role playing, there are few games before or since that are better. If you like great combat and high production values, however, you will likely be disappointed.