Sword Coast Legends - Preview @ theEscapist

HiddenX

The Elder Spy
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John Keefer takes a look at Sword Coast Legends:
(…)
Neverwinter Nights
can attribute its longevity to players wanting to create their own campaigns, but this version appears so much easier to use. We got to watch as one of the developers from n-Space used the tools to create and customize a town, rural and forest settings, and of course a dungeon. Templates can be created, everything is drag and drop, and just about everything can be customized.

In the brief scenario that was set up for us, we learned that an associate has gone missing. The developer, who was actually playing the dungeon master, created a contact in town, chose the race, class and name of the contact, and was able to create triggers that could begin or end quests. He also created a potion vendor in town, giving that vendor a cart for a bit of ambiance, and creating the inventory that the vendor would carry.

He then opened a new forest tile set complete with a rundown shack. Our quest would take us to this location, where cultists would be waiting for our party. He set up a trigger zone outside the shack that would start the attack once a party entered the zone. He also dragged and dropped the location of where the attackers would come from, the type of attacker and even any special attacks or spells the attacker would have. Inside the shack, we would find the body of our contact, which was also customized to end a quest and begin a new one. The body was also created to be examined, so we could see how he was killed.
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More information.
 
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There is a E3 press round-up on the official forums of the game. They also promised an extended* E3 demo soon.

*extended because people have been crying over not having info about the campaign tools.
 
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I continue to like what I hear about this game. Sounds like some good co-op fun.
 
Been looking forward to this game. Hoping it will be a fun game to play alone.
 
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