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Gods & Heroes: Rome Rising Updated Q&A - Classes, Feats, and More Combat

Design director Stieg Hedlund discusses the six main character classes in Gods & Heroes, and how each one brings a unique play style to the game.

Official Movie

Check out some of the intense combat scenes in Gods & Heroes: Rome Rising.

If you feel that massively multiplayer role-playing games such as World of Warcraft have too many elves, dwarves, and other traditional fantasy creatures, you'll love that Gods & Heroes: Rome Rising from Sony Online Entertainment and Perpetual Entertainment promises a different sort of fantasy. Gods & Heroes taps into Roman mythology for its setting and inspiration, and you will create a character that explores a world full of centaurs, Cyclopes, and more. There are many interesting features to the game, not the least of which is the combat system that makes battles look and feel a lot more cinematic than in most massively multiplayer RPGs. We turned to design director Stieg Hedlund for more information on the combat and character classes in Gods & Heroes. The game is scheduled to launch later this year.

GameSpot: Gods & Heroes tries to be different from most other massively multiplayer online role-playing games when it comes to its player-versus-environment combat. Could you detail some of the differences for us?

Stieg Hedlund: Going into the project, we really felt that the sense of entertainment in massively multiplayer role-playing combat needed to be seriously amped up. Instead of following what other games in our category were doing, we took games such as Soul Calibur as our models and really went for it. We made a huge set of very different and very cool-looking combat animations for each of our classes and weapon types. So if you're playing a gladiator, you unleash all the brutal arena combat moves that can bring the coliseum crowds to their feet, while scouts are less showy but nonetheless deadly marksmen who rain destruction on their foes from a distance with an awesome selection of special shots.

GS: With the focus on the detailed combat animations, PVE seems to be a major part of Gods & Heroes. What do you see as the split between PVE and player-versus-player combat? Will the game be mostly PVE, or will PVP fans have their fun, as well?

SH: The shipping game will mainly be a PVE experience. We have some big near-term plans for arena PVP, and we'll be going after nation versus nation with our first expansion pack, when we add a second culture with its own territories, classes, gods, storylines.

The reason for this is that we really wanted to get the player-and-minion-squad combat experience exactly right and awesomely fun before running in too many other directions at the same time. Like I said, we have big plans, but as the saying goes, one cannot hold two watermelons in one hand.

GS: We've had a chance to play gladiators in the early part of the game, but how will the less combat-oriented classes, such as the priest and healer, cope in battle by themselves? Or will those classes need to hire minions to protect them?

SH: The game is really designed for people to have minions regardless of their class. If for some reason you were to play without them, things would tend to go very badly for you. Given that, each class is roughly equal in terms of its ability to be soloed, which I think is pretty cool. With that said, grouping will still have its own advantages and will also be encouraged, and some spaces in the game will be tuned for those specific types of experiences.

GS: We usually don't think of priests as a combat class. What sort of abilities do priests have when it comes to battle? Are they mainly a support class, or can they provide some fireworks of their own? Will priests worship a particular Roman god?

SH: It was definitely a part of our vision that characters from each class should be able to wreak their own brand of mayhem, priests included. Part of this is player choice, as there are those who are interested in the healing role. But priests can also learn feats related to cursing, which will allow you to dish out some pretty nasty spells, including awesome combinations. As an example, "Mark of the God," which allows you to designate an enemy to be sacrificed to your god, can be followed up with "Boreal Wave," which freezes and damages your foe, or even hand-to-hand combat moves like "Arm of the God."

Priests, as well as every character class in the game, can choose from two gods, selecting one to align with and worship above all of the others. This decision will have profound and lasting effects on your character: the storylines you follow through the game will change as your particular god will ask you, through his or her many messengers in the mortal and immortal realms, to perform certain tasks. As you complete these deity quests, your favor with your god will increase. You will be rewarded in more material ways, too, with awesome items as well as the ability to call upon god powers.

Each god reflects different aspects of the character type that can align with them. In the case of the priest, either Juno, keeper of the laws of Rome, or Pluto, lord of the netherworld, can be selected. As you can guess, the powers you stand to gain from these two gods are very different from each other.

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27 Comments

  • Darkstar_Sinada

    Posted Apr 16, 2007 1:04 pm PT

    Anyone calling this a WoW clone, has not read more than 10 seconds on this game.

    And no, it won't be mostly instanced. Between 10-20% instanced max.

  • demonhunter8989

    Posted Apr 14, 2007 10:06 am PT

    Looks promising.

  • tomkares

    Posted Apr 9, 2007 2:45 pm PT

    Yup, Iike it!

  • SpazH3d

    Posted Apr 5, 2007 7:27 am PT

    Eww sony...will it have a montly fee?

  • zsc4

    Posted Apr 4, 2007 10:33 pm PT

    Interesting game, should consider this.

  • ernestmc56

    Posted Apr 4, 2007 8:50 pm PT

    Oh how grateful we are that SOE is bringing out yet another MMO!!

    SHUN THE NONBELIEVERS!!!!
    SSHHHHHUUNNNNNNnnnnnnnnnnnnnnnnnnn....

  • invictuslemming

    Posted Apr 4, 2007 8:49 pm PT

    I hope not, if its all instances I'll get bored of it pretty quick, the openended worlds are just so much more fun. Plus instancing everything takes away from the whole MMO aspect in my opinion.. Dungeon instances are fine, but the world should be open to all, else its not an MMO in my books.

    Guild Wars did the instancing well, but in the end I wouldn't classify it as an MMO because of the way the world was setup. Its just a fancy lobby system where people can meet up.

    As for the SOE part, whatever if they publish it, go nuts, if they let their dev team actually start creating game play elements, run for the hills.

    Sony really needs to learn the hands off approach, let the dev company do its job and make the game, thats what they're paid to do.

  • autumnsun

    Posted Apr 4, 2007 12:56 pm PT

    Is this game like Guild Wars in that it's most instances?

  • natedogr

    Posted Apr 4, 2007 12:47 pm PT

    The concept sounds interesting.

  • Chronikas

    Posted Apr 4, 2007 11:33 am PT

    Speaking of "clones" (which by the way fellas...if this is a WOW clone...then WOW is just and EQ clone...which is just an Ultima Online clone...and so on..personaly Im bored with the "click to kill" formula in general) anywho....is anyone else annoyed by the ongoing trend of games set in greek and roman mythology? Slaying cyclops and medusa gets just as old as slaying orcs and goblins....can't we get a decent MMO set in the distant future? (LIke RF online...but not a steaming pile of ****)

  • Selfdestruct9

    Posted Apr 4, 2007 9:09 am PT

    All of you saying that these games are WoW-clones are really ignorant as WOW DID NOT create this genre, so go learn some more kiddies.

  • can0of0cheese

    Posted Apr 4, 2007 8:56 am PT

    Well it sounds cool and all but if you take a look at the trailers you will soon realise that it's the wow-interface maybe a little rewamped.

    And the textures look like they are taken from NWN2, still the fighting moves were pretty cool and the siege was simply awesome.

  • stanislavski86

    Posted Apr 4, 2007 5:42 am PT

    I love the concept but i won't be able to tell whether I will like the actual product without trying. It is cool though. Except SOE is the publisher. We don't want another Vanguardish disaster...we want finished product.

  • Cerberussian

    Posted Apr 4, 2007 5:08 am PT

    cjcr_alexandru, no one can tell based on beta or alpha videos, screens or previews.

  • cjcr_alexandru

    Posted Apr 4, 2007 4:42 am PT

    Will this be better than Age of Conan?

  • el_hermoso

    Posted Apr 4, 2007 4:34 am PT

    I'm new to this whole MMORPG stuff. Am i right in thinking this game will be like a massive 3D runescape, with a giant map that takes ages to get around (a good thing - i like giant maps: expploration, adventure), and the map is populated by thousends of other players whom you can interact with? - This is what i am hoping it would be.

  • Lonelynight

    Posted Apr 4, 2007 3:46 am PT

    Looks great

  • A_Dying_Wren

    Posted Apr 4, 2007 2:08 am PT

    I'll bet my socks, my comp and my little pinky that the expansion will be based of either egyptian or norse mythology... a la age of mythology of course.

    And since WHEN did MMOs become WoW clones??? WoW was not the original MMO. they simply had a good environment, a large warcraft fan base, and they did it right

  • thestrateger

    Posted Apr 4, 2007 12:34 am PT

    wow, i never saw a graphic in this high level in PC,
    and the monsters here from the mytology look like real,
    it's an awesome game, woohoo

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