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A post nuclear rpg a.t.o.m.
A post nuclear rpg a.t.o.m.









a post nuclear rpg a.t.o.m.

Moments like these capture what’s special about classic CRPGs. What we didn’t expect was players would give cigarettes to NPCs to kill them.” Cigarettes give you a bonus in crafting, but they will lower your health minus one.

a post nuclear rpg a.t.o.m.

But we didn’t that we’d added cigarettes into the game. “We were thinking you could give medbags to your followers or to certain other characters. “We created a system where you could give certain items to characters,” he recalls. To illustrate the point, Krasilnikov tells me about the unintended result of putting cigarettes in the game. That’s part of the appeal of classic RPGs, I think: your stats and your skills contribute to your character.”ĪTOM RPG gives players room to approach different objectives how they like, but sometimes this has the potential to go a little too far. But some of those options are actually hidden. Will they answer your questions? Will they give you some additional information? Your intellect also gives you additional options in dialogue. “For example, charisma governs how people will react to you. “Most of the dialogue has a list of skill checks,” explains Krasilnikov. They can also select two additional distinctions – these are character traits that will alter stats either permanently or during specific gameplay scenarios. Similar to the original Fallout and other classic CRPGs, players in ATOM RPG are able to customise their characters prior to starting a new game by spending points on skills and characteristics. “The idea from the start was actually to make it super-hardcore,” Krasilnikov states, referencing, among other things, the game’s skill checks. In 2015, the two returned to the idea with a renewed passion, and over the next year, recruited a number of other personnel to help them, off the back of a successful crowdfunding campaign.

a post nuclear rpg a.t.o.m.

Inspired by their love of the original Fallout, the pair wanted to create a game in the same style, but ended up putting the project on hold when they realised the amount of time and resources it would require. We all live in post-Soviet countries, so it’s much easier in a way to show.”ĪTOM RPG began life as a high school project made by lead programmer Dmitriy Martynenko and 3D modeller Ivan Semenov. “We didn’t want it to be too Mad Max,” explains Anton Krasilnikov, the writer and designer on ATOM RPG.

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Small towns are full of tired-looking inhabitants, and the streets are lined with the once-proud relics of the Communist regime. But ATOM RPG nevertheless provides a unique perspective, since it takes place on the other side of the Iron Curtain in the mid-eighties. SPLITTING THE ATOMĬompared to Underrail, Atom Team’s ATOM RPG is somewhat closer to a typical Fallout experience, since it allows you to explore above ground in the ruins of a post-nuclear wasteland. Underrail released in 2015, after three years in Early Access, but the game has continued to receive updates and downloadable content as recently as 2019, with Radišić and his team having built up a loyal following over the years among fans of the genre. Maybe because the perspective is more conducive to a tactical approach.” There’s a lot more stuff you can do in these isometric games. In Underrail, you can go around planting traps or throwing gas grenades. “If you have a first-person shooter, like Fallout 3, your game ends up being kind of shooter-y even if you can pause the game. For instance, he criticises the combat in the original Fallout, and wanted to expand on it in Underrail to give the player more options on how fights can play out. Though the game borrows a lot of its aspects from classic RPGs, there were many areas that Radišić wanted to improve on from those games. “So the game wouldn’t have expansive urban areas – you mostly just crawl through tunnels like ventilation shafts, blow up holes to make passages, and encounter all sorts of monstrous creatures and races of people.” “I always wanted to make a single-character game, where that character would go through this hostile world and have a persistent feeling of isolation and danger,” he explains. As a member of the independent South Gate Station, players must explore these vast networks of tunnels, battling psi beetles, mole crickets, and hostile humans.įor Radišić, the decision to make an isometric CRPG in the style of Fallout was a risky one – companies had already moved away from making them when production began on Underrail in late 2008 Radišić, however, had grown up appreciating the look and the mood of games like Fallout and Baldur’s Gate, and wanted to make something in a similar vein. In the words of its lead developer Dejan Radišić, better known as Styg, Underrail is a game about a “post-post-apocalypse.” Hundreds of years have passed since a mysterious cataclysm drove the remnants of society underground where they now live in protected station-states.











A post nuclear rpg a.t.o.m.