Eschalon: Book I

By: Derek Yu

On: November 19th, 2007

Eschalon: Book I

We first posted about this game over a damn year ago! Well, it seems it was worth the wait.

I haven’t played very much of Eschalon: Book I, but what I have, I’ve been pretty impressed by. The presentation is definitely top-notch. And I can see the creators took some inspiration from Diablo for their user interface. It’s not a bad thing – the game is incredibly easy to get into for a CRPG. I like how quickly you begin adventuring.

The story thus far feels a bit clichéd (amnesiac hero, war between humans and Orc-equivalents, etc.), and hasn’t really pulled me in yet. The dialogue is also slightly contrived, in my opinion. These issues haven’t really gotten in the way of my good time with the game, but they are worth noting. The developers have promised some big surprises in the storyline, too.

Anyway, give the demo a go and see for yourself (Windows users only, at the moment). If you’re looking for a traditional fantasy RPG, and a well-made one, at that… well, it’s here, and it can be yours for $28 US. I can already say that I’ll probably plunk some cash down for this one myself!

Hit the jump to see an example of the character creation screen.

Eschalon: Book I

(Tiger Sauce is an atheist because there can be no god greater than Tiger Sauce. Tiger Sauce beats things to death with swords. Such is his way.)

  • Zeno

    $28 seems to be a bit much, considering it appears to be the same as every RPG before it.

    I’ll pay for innovation.

  • Patrick

    I haven’t given it a run yet (no mirrors for the demo), but by all accounts it’s a lot like Ultima 7. Vast, rewarded exploration and a lot of nice touches (like getting diseased from searching corpses).

  • Patron

    Hmm…mighty many skills and abilities, which are most likely not utilised heavily enough to prove itself useful. Extreme number of skills is the first sign of a non thought-through gameplay (except if its Wizardry).
    It claims to get inspiration from every major series out there, and thats exactly what i am afraid of finding, a patched blanket.

    I’d pay 10-15$ for some decent clone of Dungeon Hack, but Ultima “derivatives” are quite plentiful at all times.

  • Lorne Whiting.

    There’s actually not that many skills. Like, less than twenty counting the weapons and armor skills (light, heavy; swords, axes)

  • Dan MacDonald

    Looks like the Spiderweb software stuff, but with better aesthetics. I’ll give it a shot when I get a chance.

  • Pragma

    I’ll have to check this one out.

    Also: Do not taunt Tiger Sauce.

  • King-N

    $28? No thanks.

  • haowan

    Hehe it’s not like it’s as much as a full-price PC game. I’m quite surprised at the reaction to the price.

  • http://www.distractionware.com Terry

    It seemed like an odd number, but then I pegged it – $28 ~= €20. Then I checked their site and it turns out they’re Americans. So I dunno. It is a weird price.

  • Zeno

    Sure it’s not as much as a new full-price PC game, but considering that graphically it looks like something from ten years ago, I don’t think it has much right throwing around that kind of price tag. Not that graphics are all that important, mind you, but if I’m going to buy more of the same, I at least want it to look pretty.

  • Patrick

    It is pretty. The 2D art is very good, nearly Blizzard quality, and the 3D effects are well done (and not overused). That screenshot doesn’t do it justice. Try the demo.

    “More of the same” is kind of a strange thing to say. It might be a genre piece, sure, but it’s very well done.

  • GameTap Employee

    yeah I would have considered paying that much 10 years ago… the game doesnt look that great. And if I want a game like that theres a bunch on gametap already & thats only 10 a month.

  • Zaphos

    Yes … a great full-priced PC game from years back goes for $10 to $20 on Steam — that’s to some extent what you’re competing against when you make an indie game which hearkens back to those old titles.

    People who are still very interested in the genre — who have already played those old games, or can’t find them — would of course be willing to pay more … while people who haven’t yet gotten to playing the classics of the genre probably won’t buy it for any (non-zero) price. I imagine $28 is a targeting the more dedicated enthusiast who has already played the classics which inspired this game, and is looking for new content in the genre. Seems reasonable-ish in that context.

    If it were strikingly unique, it might also attract people outside of that hardcore enthusiast base; I don’t see that happening for this game though.

  • Zeno

    On a side note, I have to wonder about the in-game implications of being Agnostic in that game…

    “It cannot be neither proven nor disproven that I have 4th level cleric spells.”

  • Eponymouse

    Agnostic offers no bonuses or penalties, while being an Atheist means you are less affected by curses but also unaffected by blessings! I think this is pretty great.

    The game has very polished art and a great interface. It’s extremely easy to pick up and everything is clearly explained which I often find a problem in RPGs. Seriously if I could find a decade old RPG that was this playable I would be quite happy…they aren’t common.

    The real shame is the generic fantasy syndrome (the *Barreans* come from the desolate wastes!) because the engine is fantastic. This game would be magnitudes better if the setting was more imaginative.

  • Bobo

    This looks interesting, grabbing the demo now.

    Also, does anybody know of any games similar to this (and preferably free >.>) with a level/campaign editor to make new levels and send to friends? Thanks in advance.

  • Patrick

    Teudogar and the Alliance with Rome, the plot and dialogs are superior, the gameworld is more alive and interactive, and the graphics much worse. No level editor though.

  • Mischief Maker

    “Generic Fantasy Syndrome”

    That’s part of the reason I like Styrateg way more than it probably deserves. It’s a medieval fantasy game that takes place in a setting that actually resembles Europe in the dark ages instead of the “Samurai Tolkien” setting that half cRPGs seem to take place in, and “Blade Runner Tolkien” that the other half do.

  • Skyleak

    If the game was anything other than maybe a cyberpunk or mayyybe a steampunk everybody would have complained in the lack imagination used in creating the setting. And when such games like Arcanium come out people don’t take an interest in the setting is too different.

    I mean in this day it’s kind of hard to develop an alternate world that somehow doesn’t resemble Earth’s past history or possible futures with out entering into some kind of Lovecraftian type realm.

  • Eponymouse

    I googled “Samurai Tolkien” and I still have no idea what it means.

  • Smithy

    I’m waiting for someone to comment about a great plot twist before I commit to download the demo.

  • trav

    Skyleak, “earths possible futures” is pretty darned broad there.

    Really though, it’s not that hard to develop an alternate world that is non “generic fantast”

    step 1 – NO ELVES, DWARVES, OR ORCS!

    step 2 – create a non bipedal sentient race.

    step 3 – create an insect sentient race, preferably something non playable, maybe a hive mind or alternative consciousness.

    step 4 – No Clerics, No Wizards. If you’re going to include druids call them naturalists, try to downplay their ‘magic’

    step 5 – Make everyone wear pointy shoes.

    step 6 – drastically change the availability of raw materials, and the avilable biome. Extrapolate the effects of this on technology and the knock on effect to culture.

    step 7 – profit

  • trav

    and by fantast i obviously mean fantasy

  • Lailoken

    I’m not really sure what is wrong with the genre.. Dwarf fortress is pretty awesome and it doesn’t really divert from the standard cliche tolkein dwarf dwarf. I haven’t tried this game yet so I’m not defending it, I’m just saying the standard fantasy setting can still make for some great games.

  • Lailoken

    err ya typos etc. Doh.

  • Mr.Mad

    As the official tigsource administrator, I’m banning you for making your opinions known, Lailoken.

  • Prio

    > step 3 – create an insect sentient race, preferably something non playable, maybe a hive mind or alternative consciousness.

    See, you’re not going far enough. Keep everything else in step 3 the same, except make it playable instead of “non playable”.

    Also, no humans. Or make humans a minority, or make them totally different and weird, or whatever. Do something awesome with humans instead of making them “this is the baseline race hurr hurr”.

  • Derek

    An RPG where you play a giant praying mantis would be pretty rad.

    Or what about an RPG where you play something that other people can ride on? (Like a GIANT FRIGGIN’ PRAYING MANTIS.)

    You start off by carrying peasants from their houses to the local tavern, but as you gain more experience, you have more important people riding you. At the end of the game, the king himself rides you into battle against the dark lord (or whatever).

    IT’S A SOLID GOLD IDEA.

  • Skyleak

    I’ve got plenty of ideas that could be “NON-standard” I would like to turn into a game. Maybe I should learn how to make them or something . . .

  • haowan

    Hmm, I was waiting for a new crpg with a fantasy setting so maybe that’s why I’m not bothered by the setting. New settings are great and all, but sometimes you just want to play in the comfort zone where you know what’s what.

  • Gr.Viper

    There was a CRPG where you could play a sentient Mantis. In AD&D Dark Sun, as I recall it, you could generate mantis characters for your party – they had good magic skills. Actually AD&D has a number of not-so-cliche settings, but they are used very rarely.

  • http://www.oxeyegames.com jeb

    Derek:

    That’s actually a great idea! Talk about giving the “errand boy quests” some purpose. “Hello young adventurer, could you please carry me to the forest so I can fetch my ladder that I lost? It’s a great ladder, I really miss it.” Somewhat like a Crazy Taxi RPG :)

    Or… You could make a puzzle game out of it. Imagine a dungeon with lots of traps and stuff, and you need to transport a party of adventurers through the dungeon. The adventurers will act on their own, using some kind of AI, but your job is to “pick them up” and move them between rooms, and maybe to locations they can’t reach themselves (such as jumping over shafts). Actually… I’m gonna make a game like this one day!

    Anyway, on topic: I played the game. I think it’s “ok” and a good job for an indie company. There were some annoying things about the GUI, but I got used to it. The story is blah (so far), and the monsters and items are uninspiring.

    I got stuck in the first dungeon, though. There are two green slimey monsters in my path, which appears unkillable by my PC. Could somebody give me a hint, please? :)

  • Lord Rocket

    ^ Hint: Go away and come back later. If you’re having trouble with those things, you’re in that dungeon too early. Get some weapons and stuff and they become manageable.

    Anyway, I probably won’t buy this. Its not bad by any means, but, yeah, NPCs pretty much just give out quests. I was hoping for some dialogue-type quests as well, but since the combat isn’t horrible (its not great either, but most RPGs have horrible combat, so… yeah) I’m willing to overlook that. The skill list is pretty complete, and everything is useful (no redundant skills? Yay!). I like the chargen mechanics – my starting characters didn’t feel underpowered. Also, the lighting is great. I love the fact that you actually BLUNDER about in the darkness, as opposed to just having a blue filter placed over everything (I’m looking at you, NWN).
    Unfortunately, I like the engine and mechanics more than the game. Still, from my lurking around the Basilisk Games forums, it seems the designer is willing to listen to community advice (he’s already talking about adding a few extra commands and suchlike for the next version), so hopefully the sequels – assuming they arrive – will be significantly improved.

    As for the world-building ideas already presented in this thread:

    NO.

    For starters, adding in gimmicky sentient races has been ruining fantasy for a long time now (especially when they’re just a human body with an animal head tacked on). Besides, when it comes down to it, we don’t know what would motivate a sentient insect (or whatever). We can guess, but they’ll ultimately just end up acting like humans anyway – especially if they’re PCs, because no-one would really want to play a character whose motivations they can’t understand; and typical ant/termite/bee activities would quickly degenerate into fedex quests anyway (‘bring grain of sand.’ ‘Collect and regurgitate leaf’).
    If they’re NPCs, the player has to be able to communicate with them, which in turn means they can’t really be very ‘alien.’ Again, if the player can’t understand ’em, they can’t sympathise; if the player can’t sympathise, they might as well be those slime puddles in the dungeon if they’re hostile, or a peaceful piece of ambient wildlife.

    Also, what’s wrong with humans, elfs and dwarfs (we won’t use Tolkien’s spellings, since that’s what we want to get away from)? The problem isn’t the fact they’re present, its the fact their portrayals are so uniform.
    Just getting away from the stereotypes would be enough. Ancient Spartans, for example, apparently used iron as currency; making dwarfs do the same could easily be justified (they’re known as blacksmiths, not jewellers!) and would immediately eliminate that whole ‘gold hoarding’ stereotype. Elves don’t need to be omnibenevolent nature gods, either; that whole AD&D Dark Sun thing where they became more like Masai tribesmen (as I recall) was pretty damn interesting.
    Actually, an RPG set in an underground Dwarfen community would be bloody great (a bit like Arx Fatalis, preferably).

    Strictly speaking, the problem is FOCUS. Too many fantasy worlds are cobbled together, with monsters appearing from dozens of mythologies and modern ethics tacked in there somewhere. There’s a reason Darklands has a more compelling setting than the SSI AD&D games that were also appearing at the time. A good setting should be desanitised (I’d actually choose to play a female character in a game if I had to, say, pretend to be a man in order to get respect for my prodigious strength and great deeds; this would be a good way to add in some wench-unique content without resorting to pandering garbage like lesbian plotlines), and, above all, consistent.
    Man, I really just want to play more historical RPGs. Preferably one where I can be a witch hunter of some sort. Someone make a historical RPG.

  • haowan

    “For starters, adding in gimmicky sentient races has been ruining fantasy for a long time now (especially when they’re just a human body with an animal head tacked on). Besides, when it comes down to it, we don’t know what would motivate a sentient insect (or whatever). We can guess, but they’ll ultimately just end up acting like humans anyway – especially if they’re PCs, because no-one would really want to play a character whose motivations they can’t understand; and typical ant/termite/bee activities would quickly degenerate into fedex quests anyway (‘bring grain of sand.’ ‘Collect and regurgitate leaf’). If they’re NPCs, the player has to be able to communicate with them, which in turn means they can’t really be very ‘alien.’ Again, if the player can’t understand ‘em, they can’t sympathise; if the player can’t sympathise, they might as well be those slime puddles in the dungeon if they’re hostile, or a peaceful piece of ambient wildlife.”

    I don’t think you’re using your imagination enough. There are a lot of strawmen in your argument. Non-human sentient races shouldn’t ruin fantasy if it’s done correctly; a sentient race based on evolved ants needn’t require that all activities boil down to being a worker ant. Your point about them being NPCs is only valid if the player is human – and the whole point of fantasy is that you can make things up, there’s no reason why the player wouldn’t be able to communicate with other races or be allowed to by some means. Communicating with aliens doesn’t make them non-alien, it just makes them less alien. Alien just means unknown. If there’s no reason the player can’t communicate with other races (and there isn’t, provided you can weave it into the world / story well, which it sounds like you personally can’t imagine), then the rest of your points about them being slimes are irrelevant.

  • Mischief Maker

    I call it “Samurai Tolkien” because the generic cRPG setting isn’t even a straight rip-off of Tolkien. It consists of the parts of Tolkien that made it into the original AD&D books coupled with characters making lots of decisions from a japanese moral compass that don’t make much sense in medieval europe (Characters dying or attempting suicidal actions for no other reason than “duty,” the most shocking thing for a character to do is turn against his lord, even with the express approval of God, etc.)

    Darklands is an excellent example of a non-Samurai Tolkien. Dark Sun is another great non-samurai tolkien game. The strategy game Dominions 3 has all sorts of fun with mythology from all over the world, like a race of sentient hindu monkeys, to all kinds of medieval mythology that Tolkien didn’t include in LOTR and it’s great! Imagine if someone made a game based on Clive Barker’s “Imajica?”

    And I think the reason I and several other people in this thread are so sensitive about plot and setting is because of the dirty little secret of cRPGs: Without an interesting plot or setting, cRPGs are the boringest videogame in the world.

  • Lord Rocket

    Forgive the text wall.

    @ haowan: I think you’ve missed the point. Its not really relevant whether the PC is human or not. Yes, you can communicate with anything that can talk (or has telepathic powers etc.), but can you understand them? And if you can’t understand them, are they good characters? Hardly. If any given NPC doesn’t have fleshed out motivations that the player can discern, then all they’re really going to be good for is handing out quests, selling the PCs weapons or providing a bad guy – like the Myrmidex in The Savage Empire.
    Take Solaris (I’ll use a sci-fi example, since the aliens in that genre have the capacity to be far more interesting than fantasy’s ‘demihumans,’ but usually aren’t). The creature there is far more convincing BECAUSE the humans can’t understand what the hell its doing. Lem never bothers to ascribe any motivation to the alien when it creates the manifestations. If we understood why, after all, then the alien is on the fast track to being anthropomorphised, and when that happens you’ve got a big human blob who just happens to be from a weird culture (and the entire point of the book – pointing out ‘the limits of human understanding,’ as Peter Nicholls puts it – would be undermined). You say that ‘alien just means unknown,’ but unknown does not mean knowable. Nor should it, so far as I’m concerned.

    My point in that regard is, in short, if the player can comprehend something, and communicate EFFECTIVELY (I probably should have put it that way earlier) then what you have is not an alien being, but a human with extra arms and perhaps a poisonous bite attack. Not to mention another sentient race in a genre that’s already cluttered with them – wouldn’t it make better sense just to make them a different human culture with a prediliction for using poison? That way no-one has to resort to any ‘magically created being’ explanations as to how exactly they evolved, especially if they appear in concert with humans or other traditional fantasy races.

    Look – I’m not saying there’s no place in fantasy for this sort of thing. But let’s be honest. The best fantasy works of the past one hundred years or so have been centred around human or human-esque protagonists, and feature predominantly human characters and enemies. I’m talking Howard, Vance, Wolfe, Leiber, Peake, Ashton Smith, Moorcock, and even (although I hate to admit it) Tolkien. Several of those goons wrote on thoroughly bizarre societies and places; but the basic, human, psychology of the characters made them sympathetic, and prevents the reader from scratching their head too much (unless you’re reading Smith without a dictionary to hand, but that’s a wholly different thing).

    In other words, I’m not questioning the capacity of a PC to learn new languages or whatever. I just don’t think that dumping in a sort of creature that’s uncommon to the fantasy genre is any real way to get away from creating a cliched world. I also dislike the fact that a lot of writers ascribe human motivations to alien beings, since I think it detracts from their ‘alien-ness,’ for lack of a better term. I prefer my sci-fi alien free, and my fantasy without TOO many extra sentient races (have you read any China Mieville? The poster child for world over-population. I mean, honestly, cactus people?!).

    If we accept that a genuinely alien species may not be comprehensible by humanity, then you have to admit that, however many limbs the protagonist has, you can’t get away from mankind in fantasy because the writer is going to be telling a fundamentally human story.
    And that’s a pithy (or twee? You decide) enough point for me to finish on, I think. Thanks for reading.
    Oh, I’ll include my email if you (or anyone else) would like to continue this discussion, since we’re pretty off topic right now.

  • haowan

    That’s OK, I think it’s an interesting discussion. Hmm, I like what you’ve written and agree with it. But it seems like you are saying that the only possible characters are alien (to the point where they are not viable characters) and quasi-human. I don’t think it’s that simple. For example, you say:

    “If any given NPC doesn’t have fleshed out motivations that the player can discern, then all they’re really going to be good for is handing out quests”

    So why couldn’t these alien motivations *be* fleshed out? I don’t at all see why this necessarily requires characters to become humanoid.

    I’m quite with you in terms of not going overboard with things, but I just think it’s a cop-out to go with humanoids just because all the prior art does so. I think you’re basing your detraction of non-humanoid characters on badly-realised examples.

  • Mischief Maker

    Piffle, Lord Rocket, you lack imagination. You can certainly create a non-human race in a fantasy realm that’s more than just humans with pointy ears. Here’s an idea off the top of my head and if any indie developers here want to run with it, gawd bless ya!

    Deep under the earth a hive of sentient insects live, unconcerned with matters of the surface. But lately more and more humans have been climbing deep into caves and attacking outposts of your hive with fire and magic. The queen wants to know the source of these attacks so she creates a small brood of mimics that can take the shape and memory of any human who the hive has properly digested. The reason the queen only creates a small brood is because she needs the majority of her nutrients to protect against the predation of rival queens.

    Your character would proceed to the overworld, have skills, use weapons, and go on worldly quests. Secretly this character would have hidden insect abilities like their jaw would split in half into deadly mandibles or could climb walls like an ant but the queen doesn’t allow you to use these in public.

    Save points would be hidden holes where you could crawl back down to an outpost of the hive and secret your memories for the use of the whole brood. If you die, an identical brood member with all your last secreted skills and memories crawls out, devours your corpse, and takes your equipment.

    And while you would seem like a traveling adventurer, your loyalty lies utterly with the queen without any sense of morality or individuality. So say the local king sends you to save the princess who has been kidnapped and offered as a sacrifice to a dragon. You could succeed in saving the princess and she would throw her arms around you and swear her undying love for you, but the hive queen would order you to bring her to the hive to be digested and you would take her to a save hole where skttering workers would carry her screaming into the depths.

    Then next chapter you would play a mimic of the princess being escorted by the adventurer mimic back to her grateful father to gather information for the queen from a better position. Say the real princess was an enchantress of some skill, the mimic would have some of that magic ability in addition to the swordplay skills the brood learned from the previous adventurer. You would upgrade human skills only by digesting a human with a higher skill level than the brood presently possesses. As you complete objectives, the queen would reward your brood by granting them nutrients that could be spent on improving your insect abilities or buying new ones.

    And in the end, when the mystery is solved and the hive is saved, your brood returns to the depths and has the honor of having their brains eaten by the queen herself while next generation’s larvae devour your remains.

    There, perfectly playable fantasy setting with genuinely inhuman PCs.

  • Gr.Viper

    Should they really digest only humans? Why not some wolves, birds?
    That “Evolva RPG” sounds fine :) Actually, why hasn’t anyone yet made an RPG based on Evolva’s gene combination gameplay? Apart from the fact that the task is incredibly difficult?

  • Mischief Maker

    Actually, screw it. After finals are done I’m going to try to make this game myself. What’s the fastest engine for making cRPGs these days? Gamemaker? I only intend for this to be a linear RPG so a final-fantasy-esque engine would be sufficient, though something that I could put a better combat system into wouldn’t hurt.

  • Lorne Whiting.

    Erf! Pre made engines for RPGs!? Mischief Maker, you’re going about this all wrong.

  • Mischief Maker

    I am not a programmer at all, save for some Apple Basic I learned back in grade school. If you’re a decent programmer and want to collaborate on this idea, I’m game.

  • Lorne Whiting.

    Hup! I’m just an artist, though I could help you with that.

    But, your idea is unique enough, it could probably garner a lot of support if the word got out there.
    Say you wrote a interesting design document by the time school gets out, you could probably get a mid-level programmer to write you an engine by Fall, and then you’d just need content :).

    This is all in theory.

  • Mischief Maker

    By fall? Maybe I should just turn this idea into a short story or something.

  • Skyleak

    This sounds hopeful.

  • Zaphos

    “The best fantasy works of the past one hundred years or so have been centred around human or human-esque protagonists, and feature predominantly human characters and enemies”

    Vernor Vinge has done some interesting work in developing non-human characters so they aren’t just people with extra arms, but are instead fundamentally alien in some way.

  • PHeMoX

    This obviously was designed to feel like those old school classics like Ultima and Wizardry.. and they did a great job at it. 28$ may seem a lot to some for a ‘Ultima-clone’, but it’s worth it and it’s not entirely a clone, it just tried to capture the same feeling.

    I can recommend trying their demo, but perhaps it’s somewhat of a niche game.

  • Mischief Maker

    I must have been spoiled by that Gold Box “Unlimited Adventures” back in the day and figured the web would be filthy with easy-to-use RPG engines these days.

  • Gr.Viper

    Well, there’s the RPG Maker and some people managed to create original stuff in it. Although I’m sure you’ve got to have a lot of patience to make something different from “yet-another-JRPG”.

  • Gr.Viper

    Oh, and there’s also Legendary Tales, if you’re more into writing
    http://www.legendarytales.com/ (check downloads)
    But I have some doubts about engine’s flexibility…