As a seasoned gamer who has witnessed the evolution of role-playing games (RPGs) over the past three decades, I find myself reminiscing about one title that remains etched in my memory: Arcanum: Of Steamworks and Magick Obscura. This game was released at a time when RPGs were still finding their footing in the realm of real-time combat, and it offered a unique blend of steampunk aesthetics and magical mechanics that set it apart from its contemporaries.
This Arcanum game, now nearly 23 years old, is remarkably engaging for me. I find myself drawn to it at any hour, assured that I’ll have a fantastic experience. However, I must admit that I wouldn’t wholeheartedly endorse it to novice players, particularly those who value seamless gameplay or well-balanced mechanics.
If my warnings don’t sway you, brace yourself for a game that wouldn’t be misplaced alongside the likes of Fallout 2, Baldur’s Gate 2, or Planescape: Torment – titles that were trailblazers in their genre during their time and are renowned for their compelling storylines, immersive worlds, engaging environmental interactions, dialogue, and NPCs.
Story about machines and magic
In every facet, it was clear that we were engaging with a game unlike any other – from the extraordinary ambiance created by its visuals, audio, dialogue, and narrative, to the distinctive steam-powered universe it transported us into, heavily influenced by our 19th century. This world saw magic being eclipsed by technology, with half-orcs, half-ogres, elves, dwarves, and halflings sharing urban landscapes with humans as they navigated through industrially advanced streets. Arcanum was the name of this captivating game.
In this tale, we assume the role of a lone figure who survives a catastrophic airship accident. Almost immediately upon landing, we encounter Virgil – a charismatic warrior and healer, who also happens to be inspired. He prostrates himself before us, asserting that I am the individual foretold in the prophecy. To underscore the gravity of our predicament, an order of religious assassins sets out to pursue us. This initiates a labyrinthine mystery that will lead us on a journey across a sprawling continent teeming with technology, magic, age-old mysteries, and struggles among various factions.
This story creatively explored the challenging mission of saving the world, doing so in a clever and unexpected manner by balancing suspenseful plot twists with captivating human and non-human dramas. The dialogue stood out; it’s rare to find such high-quality conversations among characters nowadays. One of the strengths of this narrative, along with the engaging gameplay, was its versatility, allowing us to experience it in different ways.
Arcanum is an RPG full of possibilities
Back in the early 2000s, if you were a gamer like me, Arcanum might have served as your own mini version of Baldur’s Gate 3. It was jam-packed with rotating elements and offered an incredible level of non-linearity, making it a game worth replaying multiple times from beginning to end just to experience how the story could unfold differently, despite the necessary plot points to tick off. Plus, solving problems in this game was a real delight!
The manner in which we constructed our characters not only influenced our approach to combat but also dictated the resources available for us to overcome challenges and puzzles within the game environment. For example, a thief might acquire information by secretly pilfering documents, whereas a necromancer could resurrect a corpse to gather information, while a brawny character or a diplomatic negotiator would employ different tactics.
We could build the character in so many ways that Fallout 2 would be proud. I could finish the game with most of them. I always promised myself to do a run with a knucklehead character, but I always ended up putting a few points into intelligence, and the fun ended there. I preferred the fencer-negotiator with a blacksmith’s flair, but playing with mages is also great (archers had it a bit worse). In general, the comparison to Baldur’s 3 comes from the fact that I finished the game several times – there is even an epilogue for nihilists – and I started it so many times that I stopped counting.
Two key features made this gameplay appealing – a versatile, non-restrictive character progression system that incorporated race, gender (although minimal, it sometimes affected interactions), backstory (which significantly impacted unique bonuses), statistics, and abilities. We enhanced these elements using points and also elevated our status with NPCs (from apprentice to master). The sole constraint was the highest character level; however, this could be overcome using unauthorized updates or custom modifications.
The second point I want to address is the somewhat cumbersome engine, yet brimming with interactive elements. Unlike some games (such as Divine Divinity), we didn’t have direct control over objects, but we could significantly impact many things through attacks, abilities, or explosives. This blend of game mechanics and environment offered a unique playing field for quests – and since the game didn’t spoon-feed us, there was ample room for strategic thinking. This strategic planning paid off with captivating story developments and seeing how the world responded to our actions.
In our CRPG experience, discovering gear was consistently gratifying – we often found loot in recurring locations, while the game also offered unexpected treasures from a pool of randomness. Once again, the game demonstrated its thoughtful design, such as requiring halflings to don clothes or armor of specific sizes that differed from those of humans and half-ogres (the latter being the most challenging to dress).
A few issues
The intricate mechanical device, known as Arcanum, often faced issues with its functioning, particularly during combat. For example, the fights were included but lacked balance. Gunners experienced immense difficulty, whereas mages and melee fighters dominated battles effortlessly. In real-time, skirmishes turned trivial when a larger party was involved; by the end of the game, I rarely needed to move closer because my team had already wiped out everything on the battlefield. However, there was an option to engage in turn-based combat as well, providing more control over the engagements.
In those days, the atmosphere resembled that of Fallout series and was generally tranquil. It was potent against formidable adversaries, yet limited the number of suitable opponents due to specific build requirements. However, one remarkable aspect was the flexibility to toggle between combat modes whenever desired, rather than committing to a single mode for the entire game. Modern games would appreciate such a user-friendly feature.
The second problem lies in the game’s technical aspects, which can still cause problems for players today, even with community-made updates and modifications. For instance, NPCs can cast spells like the main character, but the game often freezes or crashes to the desktop, enemies may freeze as well. There were instances where our reputation among companions suffered due to self-defense, suggesting that certain ratios and algorithms might not have been properly managed (and an upset companion could desert us or even attack). It’s also important to acknowledge that Arcanum was quite difficult to manage.
Classic
On the day the game launched, critics pointed out the graphics needed improvement, as there were designs in the same genre that were more appealing and less blocky. However, from a temporal standpoint, the retro ambiance perfectly suits Arcanum. It bears some resemblance to Ultima 8, and the level of detail is appropriate. The color scheme used is specific, somewhat grimy, and subdued. Notably, no other game offers an atmosphere quite like this, especially when accompanied by the haunting melodies that seem to echo in the background.
How to play Arcanum: Of Steamworks and Magick Obscura today?
Instead of solely relying on the GOG or Steam versions priced at $5.99, it might be beneficial to also think about implementing the Unofficial Patch for an enhanced gaming experience. This includes improving gameplay, fixing glitches, and most notably, reducing the difficulty level limit which I managed to reach halfway through the game.
Arcanum” is a game that caters more to experienced players due to its moderate ease-of-use and intuitive nature. It’s like a luxury car launched before the widespread use of power steering. If you enjoy exploring mechanics, dissecting games, admiring retro aesthetics, and are looking for a story and gameplay that stimulates your mind, you will struggle to find RPGs that deliver a comparable level of depth and consistency. Particularly in the steampunk genre.
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2024-11-13 15:04