
By Banshee
on 03/30/01
Article
Discussion Forum
A
mighty collision in space, and a world is changed: the giant
robot Lergan hurtles toward a faraway planet, crashing into
pieces upon impact. Pieces that are scattered across a new land,
broken and disrupted by his fall. Exisle, split. Exisle, torn
asunder, and divisions are formed. Races form clans, establish
territories . . . and rivalries. The battle for dominance goes
on.
The
Founders
It's not that Maximum Charisma co-founders Sean Kennedy and
Steve Escalante were just daydreaming about giant robots one
day. But they did have a dream.
The two longtime friends were sitting around one night, swapping
general frustration about the fact that they just weren't seeing
the kind of games they wanted to play. Oh, there were games
they enjoyed, but there just wasn't anything that was quite
the right combination of what they were looking for.
A common enough conversation between gamers. However, Kennedy
and Escalante did the uncommon: they did something about it.
It's now been over two years since that conversation, and today
they're entrepreneurs. They have titles, like CEO and President
Sean Kennedy and Vice President of Sales and Marketing Steve
Escalante. They have a team of programmers, graphic artists,
and engineers, and work with energetic people like Dale Lullo,
Director of Business Development. They have an office, in Arvada,
Colorado. They also have the one thing they've carried with
them from the very beginning: a bright enthusiasm and clear
belief in their product that shines through in every conversation,
a passion that they've communicated to their team. A vibe that
is so powerfully infectious, one of the staffers had one of
the game's characters tattooed on his legs. They have a company,
Maximum Charisma Studios, which is behind this vision, this
world of Exisle.
And they have a game: Fighting
Legends.
The
Game
Imagine a brightly-colored world, filled with strange creatures.
Such a description covers many titles out there: Shiny's Sacrifice
immediately comes to mind as an example. However, Fighting Legends
is not quite like any other game out there. It is honestly fresh,
clearly different, and a bit unusual in the fact that it is
intended for both serious and casual gamers.
 How
different is it? To begin with, it's enormous: the game world
has 128 known zones (not including the hidden zones thrown in
as surprises), and is four or five times larger than EverQuest.
If a player decided to walk in a straight line through the many
gates from east to west, it would take four hours, and that's
just for one of the three cores (similar to shards): the Sky
Realm, the Surface Realm, and the Underplane. Then it's another
four hours from north to south for the dedicated explorer traversing
the realms, perhaps through snow and rain, through night and
day, through battles with other players, and maybe, just maybe,
through encounters with Exisle's natural custodians and defenders,
The Horde. WomenGamers.com is pleased to have the Horde debut
on our site: check out the exclusive screenshots
on the left.
Size is not the only trait that will distinguish Fighting Legends
from other massively multiplayer, online-only games. True, the
team is projecting that the fee to play will be the standard
$9.95 a month, but most of the similarity to previous offerings
ends there.
It's not a strategy game. It's not a role-playing game. Or maybe
it would be more accurate to say that the marriage of both of
those elements has formed a new hybrid, a genre they have dubbed
RPS, for role-playing strategy. There will be quests, there
will be action, and there will be spells, but all of it is accented
by a vivid style that is reminiscent of Japanese anime. Indeed,
the combat itself will have an Eastern, kung fu feel from what
I observed (although I wasn't able to actually test this in
the very early build I saw).
One of the most intriguing aspects is the game play. Players
may control up to 16 units, much like an RTS, but those units
are not necessarily of their own creation. Instead, users may
trade units, indeed, will have to collaborate if they are to
complete certain quests for the game. Ideally, this will foster
friendships and strategic alliances, as reciprocity benefits
both parties in the transaction. Each player can clearly see
on the screen what units are being transferred, and the exchange
is not complete until both sides have fulfilled their part of
the agreed-upon bargain. Additionally, such trades will force
players to communicate with one another, and will help the commerce
aspect present in the game world: players can swap tips, units,
relics, and world resources like wind crystals, shadow magma
and power ore. In other words, help your friends with mutually
beneficial swaps, and they might help you face off as a team
against a player who is being obnoxious. While player slaying
is nothing new in online games, Fighting Legends varies considerably
from the typical solo avatar scenario by providing the aforementioned
numerous units for a competitive face-off, complete with individual
animations. However, in a game world populated with characters
as goofy as the Hurler (a Wee clan member that tosses tiny,
wriggling dwarves as projectiles), it's hard to think of a serious
confrontation as much more than an intensely-tinted parody of
an Old West showdown.
As for the "RP" in "RPS," there are plenty of quests. Big ones,
like the nine "uberquests," each of which ends with a boss and
is clan-specific in its ultimate reward. Little ones, like those
that involve the retrieval of items that could be utilized by
any player. All will help advance the characters in one way
or another. For example, they might obtain a relic to support
their tribe as a reward, or leave a mark on the world by completing
a quest that honors the player's success with a lingering monument
to commemorate the event. It seems that the only potential drawback
for some players might be a quest for system upgrades spurred
by the game's requirements. As of this writing (though the team
does plan to have software emulation in Fighting Legends), hardware
T&L is suggested, along with a minimum system specification
of a Pentium II 700 (or equivalent) processor with at least
64 MB of RAM. The machine must also have 250 MB available on
the hard drive, as well as a 56.6 K modem, the aforementioned
3D card, and the usual mouse, keyboard and CD-ROM drive. System
software should be Windows 95, Windows 98 or Windows 2000, and
a valid e-mail address will be needed for notification of game
updates, registration and the like.
The
Clans
The
clans that inhabit the world of Exisle cover a broad spectrum
of tastes and types. Each contains nine units, for a total of
81 possible avatars. You might choose one of the elegant, lithe
Rin, while another player might be enchanted by the amusing
blue Wee, one of which is the game's mascot, Meditatmo. Many
people were never exactly taken with the sickeningly-sweet Smurfs,
but it's just possible that some of them might be won over by
this little blue guy. If you loved Gizmo from Gremlins
and happen to be a sucker for small things with cute
voices, you'll probably be completely charmed by tiny Meditatmo.
The game has a light, fun tone overall, but this didn't prevent
Maximum Charisma from taking female gamers seriously, as highlighted
in their FAQ: "Female heroes are an important part of Fighting
Legends. Almost every clan has female characters in its make
up, [that are] equally, if not more, powerful than their male
counterparts. I say almost every clan because there are some
units without gender (like the BearKats, Biomechs, and M-Clan)."
They cared enough to put them in the game, and they considered
it important enough to put in their FAQ. A good outreach effort,
and one that may prove to be a wise business decision.
However, internal clan diversity is not enough to triumph in
Fighting Legends: no clan can stand alone for planetary dominance.
Each one has a background and a story, each has intrinsic advantages
and disadvantages. One clan might have improved skills in melee,
while another might show a talent for ranged weapons. Some might
be better with magic (known as M-Power in the game), or with
Tecniq (a magical form of hand-to-hand combat with healing attributes).
Some might be swift and dexterous, others might be slow but
strong. As stated earlier, players must trade units if they
are to round out the strengths and weaknesses of their group,
for players can only build units of their clan type at the base,
an ingeniously-portable entity that seemingly disappears into
nothingness for easy transport. Each clan's base has an appearance
appropriate to the clan's personality.
No matter the clan chosen, each one has two counterpoints: a
clan they have advantages against, and a clan with advantage
over them. No matter the clan, every player is sometimes the
predator, sometimes the prey, sometimes just another explorer
in the world, expanding the avatar's personal growth and the
skills and actions of the clan as a whole.
| The
Nine Clans
|
The
Underplane |
- Arachin
clan - Spidery creatures with a mechanical twist,
the Arachins are some of the fastest creatures in
the game.
- Bone
clan - Also known as the Dead, these creatures
of the night dwell in the Underground and resemble
masked characters one might see at a Mexican Day of
the Dead celebration. These zombie-like beings have
powerful magic.
- Wee
clan - The blue-skinned Wee live in the Underground
core. All are tiny, save for the Hurler, but are nevertheless
worthy foes. Their expertise lies in close melee fighting.
|
The
Surface Realm |
- BearKat
clan - The BearKats make their home in the cold
regions of Exisle. Snow shimmers over the blue-purple
glow that illuminates the territory occupied by these
sentient feline bears. They specialize in Tecniq.
- BioMecha
clan - The BioMechs occupy the swamps and jungle
areas of the Surface Realm, and have formidable armor,
melee, and projectile weapons.
- Human
clan - The Human clan's power lies in its balance:
a bit of martial arts prowess here, a bit of M-Power
talent there gets the job done. With their hand-to-hand
fighting and the strength of their element stone,
they are an impressive force.
|
The Sky Realm |
- M
clan - The mysterious Clan M. Little is known
about these sky dwellers, save that they wield some
of the most potent spells in all of Exisle. M for
M-Power, M for Magic.
- Pyron
clan - Fiery demons from the Sky Realm whose priority
is to cause disruption and chaos with their fury.
They possess a demonic strength in hand-to-hand combat,
and use skill and speed to attack their enemies.
- Rin
clan - Elegant and hollow-boned, the Rin are phenomenal
martial artists and archers. These tall, supple beings
make their home in the Sky realms above Exisle with
abilities powered by wind crystals.
|
From reading the descriptions above, one might think that Clan
M has a monopoly on spells in Fighting Legends, but that isn't
the case at all. Every clan has access to spells; all magic
is fueled by a unit's Mpower cell, which is analogous to life
force or spirit. Some of the spells are Mentem Psychotem, Goo
Tangler, Wall of Snow, and Smothering Mass. All are as simple
to manage and utilize as other aspects of the game, and really,
how can you go wrong with a game that has a spell named Goo
Tangler?
Choosing
an avatar is almost as important as selecting which clan to
play. The avatar is the player's most powerful unit, and gains
a bonus on all statistics. Although up to three other units
(not including your avatar) may be promoted later in the game
to the rank of hero, the avatar remains the primary leader.
As such, that character has certain advantages, such as permanent
resurrection (although heroes also gain this benefit). I say
resurrection, rather than immortality, because a unique aspect
of Fighting Legends is that the player's avatar will eventually
die of old age. Other than the aforementioned four, no other
units may be resurrected, so the game mechanics provide additional
protective tools to reduce the risk of losing an experienced
unit. For example, it is possible to set the aggression level
of each unit so they do not flee during combat.
If such longevity becomes burdensome, in other words, if the
player gets tired of the chosen avatar or hero, it's relatively
simple, if a bit callous, to ditch them by not resurrecting
them after death. On the bright side, for committing such cruelty
the player gets the opportunity to choose another unit to be
avatar, even if that unit is from a different clan. Although
it is still only possible to build units from the clan the player
started with, this ability to switch provides additional play
value for those who may decide mid-game that another clan's
abilities are particularly fun or enjoyable. Not that the twisted
humorists from Maximum Charisma are encouraging cruelty, ohh,
nooo. Particularly not with the poor little dwarves the Hurler
uses as missiles. No, not at all.
The
Audience
As indicated, the company believes the game will appeal to both
the hardcore and the casual gamer. To make things more comfortable,
especially for the latter, they are implementing features that
they hope will prevent cheating. For example,characters will
be kept on the game servers, not on the player's machine, so
cheaters cannot "twink" or alter them. To make the world more
approachable as a whole, new players will start in "friendly"
areas where players cannot attack each other: in the beginning
zone for their specific clan. These parts of the core provide
learning spaces where beginners can familiarize themselves with
the interface and the skills and abilities of the characters
they control. More senior players can move into riskier territory
further out, but can return to the safe areas to recover after
a difficult battle or add to their ranks. Most players will
want to expand their journeys to more dangerous zones because
of higher rewards in terms of experience and items.
Even
though more experienced players can return to the safe zones,
this doesn't mean that they can abuse their power by lording
it over new folks. The Unk meter, which is equivalent to a morale
factor, will see to that. If a predatory player makes a habit
of crushing opponents four levels beneath his or her rank, the
Unk bar will reflect such behavior and compensate by reducing
that player's units' dexterity and damage. Furthermore, they
can't just call all their friends into the game and give them
all the bonuses and goodies they've gathered over time, at least,
not right off the bat. Their friends can come in and play, of
course, but as level one characters they cannot receive items
or troops that are significantly advanced beyond the units they
themselves can create.
Just because players won't have offline access to their characters
doesn't mean they'll lack access to customization features.
On the contrary, players will be able to create their own zones.
Maximum Charisma has considered usability, and intends for the
zone creation program to be very simple to use, and straightforward
enough for almost any user to enjoy.
Overall
Impression
I was impressed with the early build of Fighting Legends I saw.
That being said, I was also impressed with the people behind
the game, and how deeply they care about this cyberworld their
imaginations will deliver to the masses. They are striving for
a "Nu Skool" way of making old-fashioned, streamlined fun: a
game that is less complicated than the abstruse RTS games that
have populated the gaming landscape in recent years. They also
have a tremendous asset in their willingness to reach out directly
to fans and just connect with them, or do, ah, very direct sales,
as in this playful example:
From the Fighting Legends forums
on February 21, 2001:
qwoozy: "Heh, I've just been suckered in to paying for
a game."
Ponch: "Suckered is such an awful word. Try: 'I am completely
convinced that Fighting Legends is going to be worth every penny.'
" :)
Their commitment is so strong that as of this writing they have
not missed a single development milestone, which is especially
remarkable considering this is their debut product. Assuming
they stay on track, the game is due out in the fourth quarter
of 2001.
Links
of Interest
Sign
up for the Fighting Legends beta test
Visit
the official Fighting Legends forum
Download
a video featuring Meditatmo
Enter
their sweepstakes to win an an all-expense paid trip for
two for 3 days and 2 nights to Breckenridge, Colorado. Contest
ends July 1, 2001.
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