Titan Quest Q&A
Iron Lore president Brian Sullivan gives us a basic overview of this great-looking, 3D, action role-playing game.
Titan Quest managed to surprise a lot of people when it was unveiled for the first time at the Electronic Entertainment Expo this May. The debut game from Massachusetts' Iron Lore Entertainment, Titan Quest can best be described as a 3D Diablo-style game, with an emphasis on the 3D. The game features cutting-edge graphics, and they're put to good use to create a virtual ancient world of Greece, Egypt, and the rest of the Mediterranean. In Titan Quest, you play as a hero out to slay the evil creatures that infest the world, such as cyclopes and medusas, among others. Since E3 represented the first public showing of the game, we were wondering how the reaction went. So we asked Brian Sullivan, president of Iron Lore, if he could illuminate us on that and on other details of Titan Quest, which is due out in 2006.
GameSpot: E3 was your first opportunity to really unveil the game for the first time. So what sort of reactions did you garner from the show? Did you get any useful feedback to take back with you, and if so, care to give us an example?
Brian Sullivan: The reaction was really positive. I think a lot of the press were quite excited to see such a polished product that wasn't on their radar. We especially had a lot of interest from the German press. It seems Titan Quest hit all their hot buttons.
GS: What's the basic story behind Titan's Quest? What's the reason that takes you adventuring across the ancient world? Do you plan to have computer-generated cutscenes that take you out of the moment, or will you tell the story, in-engine, as the game progresses?
BS: We are not talking about story at this time, but we plan to tell the whole story, in-game, to keep the player immersed as much as possible.
GS: How flexible is the character creation system? Will you be able to choose different genders and appearances? What are the choices available to you in terms of "class," especially since you evolve your class throughout the game?
BS: Our character creation system is incredibly flexible. Basically, during the game, you will be able to create your character class by selecting two miniclasses from a total of eight miniclasses. This gives 28 possible character classes, allowing players to play a class they really like, and giving a lot of replay value. We did not want to keep the players locked into one of the five or so standard character classes. If they want to carry a big axe and throw fireballs, we wanted to allow them to create a character class that would support that type of gameplay.
GS: We know that ancient Greece and Egypt are settings in the game. But where else will you be able to go? Will you also see ancient landmarks, such as any of the wonders of the ancient world?
BS: You will see some of the ancient wonders of the world, including the Great Pyramids of Giza and the Hanging Gardens of Babylon. We are trying to deliver the experience of being in the ancient world, [so you'll be] seeing the villages, cities, and great wonders as they were when they were new and alive.
GS: You'll be able to battle both humanlike opponents and mythological creatures, such as mummies and more. Are you drawing upon the breadth of real-world ancient mythology for the creatures, or will we also see all-new, original monsters? What sort of foes will you battle?
BS: Many of our monsters are drawn from or inspired by ancient mythology. They had a fantastic imagination back then! We also have many all-new monsters because there were not enough cool mythical monsters to meet our gameplay needs. Not only do we have a great bunch of monsters, but also they are not the usual D&D-derived baddies.
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