Tuesday 15 May 2001

Nox Rox

After a week of torture at work. It was time to take the Saturday morning trip into town and ferret through the gaming bargain bins of Game, EB, HMV, Virgin etc. Most of the time I come away with tat that I'd wish not splashed even a little coinage on. But every now and then, up pops a real gem. And it's this 'panning for gold' excitement that keeps me coming back for more.

If you don't know by now, I am currently in the throws of an RPG fetish. Not the japanese kind - which is kinda odd for me. More the top-down isometric kind. Diablo. And it's variants. Well, the shining jewel that fell into my lap this weekend is Westwood Studios Nox. A game I'd mulled over many moons ago when it first hit the shelves. In fact I remember making the decision to buy Bioware's Planescape Torment over Nox at the time. From the tiny screenshots on the box - it could be Diablo, it could be Balders Gate - but the price belittles its value. I picked it up for £9.99 at Game. There were about 6 copies on the shelf. They obviously couldn't give the thing away! In fact the game has become so 'budget' that the online retailers are flogging it for £7.99, £6.99 and one even has it at £5.99! They are all out of stock though.

I didn't expect much from the game. I thought I'd give it an hour or so, see how it compares with DiabloII and Balders and if it is utter rubbish, I wouldn't waste any more effort on it. At that price though, you don't mind backing a 'maybe'.

I was really surprised to see how polished a game it was. In fact on presentation alone, I'd have said it stands well above Diablo II - the market standard. The controls seem much more intuitive. Making a clear distinction between clicking to attack and clicking to move somewhere. Something Diablo II likes to blur. There are three classes, warrior, conjurer, or wizard. For me the choice was simple. I need to be able to charm creatures. I have an affinity for RPG pets. Perhaps its my mothering instinct? I was pleased to find you can charm up to 4 nasties and have them stomp around as your minions. There is also a cool level of control over these guys - you can tell them en masse to escort you, to guard a particluar place or you can banish them from the game altogether. However, you can also exert this level of control individually. The number of charmed creatures varies depending on the size of the beasts. Some of the big Trolls takes up two charm slots, whereas spiders and urchins only take one slot each. It does mean a conjurer can have a party following him around that include ranged attacking spiders and fire spitting imps alongside beefy bashing trolls or poision stinging scorpions. So a party can be tweaked for next mob you need to take out. The spells are plenty and there are spell banks which are hot-keyed for your pleasure. Making spell casting and management very easy indeed. Another nice touch is that new equipment make your character look totally different, not just the token gesture of a change.

The dungeon layouts are nicely designed, not too sprawling, not too easy. They have multiple floors, and your minions use the lifts - which is nice. Although some are as daft as a brush when it comes to using the lifts. On the whole the learning curve is gentle, the quests reveal the plot slowly, and they give you something to follow - they may be classed as too linear - but often I like a game to direct me the first time I play it. Once I'm in full swing - then I don't mind if it gives me free reign to pick and choose quests. Saving regularly is always a good thing. There are some subtleties in play with the conjurer and his party that you may not get if you are a lone axe weilding warrior. One quests has you seeking out prisoners held in the Mana mines. The last of which are held by six very gruesome and poisonous scorpions. The entrance to the room where the prisoners are kept is covered in barrels of 'XXX' stuff that seems highly flammable. With my party of fire breathing imps - it was apparent that I get them to guard the entrance to this room. I run in, attract the scorpions out, leg it over to where my imps are waiting - using them as an impish sheild - and when the scorpions populate the room with the 'XXX' barrels, I let fly one of my flaming arrows into the barrels and cause an almighty flame burst which toasts the scorpions to a crisp crunch. If the scorpions had've made it to the imps then their volley of flame balls should've ignited the barrels anyway (my belts and braces approach to that problem). Well, it all went smoothly, and the stingers scorched (although that was my fourth attempt at the plan). These minor tactical twists really do enhance the game for me. Ploughing through the charm and slash of most battles - there is a sweet moment - every now and then - when it all comes together.

As I plough deeper and deeper into the game, I will reveal more about the ups and downs. But clearly, Nox is a winner at that price. So if you're stuck for a game to try - don't forget there may be a small nugget of gold hidden in that muck at the bottom of the bargain bin.

http://westwood.ea.com/games/nox/main_f.html


http://wecometoplay.com/nox/

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