Tabula Rasa Hands-On Impressions--Tactical Sci-Fi Combat, Quests, and Ethical Dilemmas
We get our hands on this sci-fi massively multiplayer online game from the creators of Ultima and Ultima Online.
Richard Garriott discusses ethical parables and tactical combat in Tabula Rasa.
Most massively multiplayer online games offer high-fantasy adventures where you play as some kind of elf who goes out into a sprawling world with some elf buddies to pummel skeletons in the hopes of picking up some experience points and maybe a few copper coins. Tabula Rasa from NCSoft will go in a very different direction, offering a hardcore sci-fi experience in a universe torn apart by an alien invasion. We recently had a chance to sit down with designers Richard Garriott and Starr Long, whose previous works include the classic Ultima role-playing games and the groundbreaking online game Ultima Online. We also had a chance to strap ourselves into the game to play through several areas and multiple quests.
Tabula Rasa is definitely an unusual game that, Garriott explains, will be different on purpose. Many of the conventions you may have come to expect from this type of game, such as repetitious I-hit-you-then-you-hit-me combat, monsters that constantly reappear in the same place, and a body of quests with a single "right answer" won't appear in this one. Instead, the game will feature a hands-on combat model against dynamically populated fields of monsters (that will literally swoop in from the sky to attack you), and branching quests that may put you at odds with other factions in the game.
The story in Tabula Rasa seems simple enough at first; in the game's distant future, planet Earth has been destroyed by the Bane, a megalomaniacal race of aliens bent on taking over every planet they can find. In the game, you'll play as a human aligned with a few other surviving alien races that have formed the Allied Free Sentients army to resist the Bane. You'll interact with these different races, as well as other members of the human military structure, in your adventuring career, which will develop over a branching series of decisions (instead of requiring you to commit to a profession at the very beginning).
You'll be given the choice of being either a soldier or a specialist at first; the soldier can develop into various combat classes, such as the sniper or the commando, while the specialist can opt to become bioengineers and sappers. If you're not completely sure about your next career branch, you can opt to "save" your character at any time by logging out of the game and creating a clone of your character in its current state. Then, if you decide you want to try an alternate path, you can log into the game as your clone and take the other path rather than having to choose a brand-new character to slog through the early part of the game all over again. At launch, the game will take place on a massive planet with three subcontinents, each inhabited by different sentient races, though NCSoft is already building additional worlds to explore in the postlaunch game.
We had a chance to try out both the early game, as well as some late-game questing, during our hands-on time. We definitely noted some real differences between this game and some of the others we've played. Tabula Rasa's interface is minimal; there's a quest log, various maps to help you get to where you're going, as well as a set of shortcuts to select which weapons and abilities you're currently using (including a radial menu you can pull up at any time to access whatever options you need). But most of the screen is uncluttered, spotlighting your character and the world you're exploring.
Garriott suggests that other games of this sort focus strongly on combat. Specifically, in other games, the focus is on pressing different buttons to use different character abilities in the right order to deal the most damage over time. The idea in Tabula Rasa is instead to focus your attention on the action onscreen because your primary attacks will simply be using whichever weapon you have equipped (including a great variety of futuristic guns) by left-clicking your mouse and using whichever special "Logos" powers your character has discovered by right-clicking your mouse. According to the game's lore, Logos is an ancient runic language that consists of characters which, when placed together, form composite meanings that create powerful effects, such as hurling bolts of lightning or summoning stationary gun turrets. Your character can discover new Logos characters out in the wild or while performing quests; well-traveled adventurers will have discovered dozens of letters of this mystical language that can be combined to create many different and powerful effects.
When starting a new game of Tabula Rasa, your character gets dropped right into action in a human military installation with orders to help liberate a nearby captured base. You'll start off with some basic weapons and plunge headlong into battle with computer-controlled allies. These allies attack enemies in unison and use some choice language in battle. In fact, in many of Tabula Rasa's missions and battles, you'll be joined by other computer-controlled forces to help you out. When reaching a new area, you'll also find various major characters who will act as your points of contact, giving you specific quests and guidance on where your character should go next. Additionally, you'll receive "radio missions," which are ambient, localized missions that will appear in your character's quest log as you fight your way into a new area.
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