Heretic Kingdoms: Reluctant Hero - All News
Sunday - June 22, 2008
Heretic Kingdoms - Reluctant Hero - Dead...but Reborn?
Readers might remember that Heretic Kingdoms (aka Kult) designer Chris Bateman wrote a diary or two for us way back when on an ambitious design for their second RPG, titled Reluctant Hero, although the game never made it to production. On his blog Only a Game, Chris has a poll on the value of non-violent options in RPGs, hinting at a chance for a re-designed Relunctant Hero to get signed:
As for the point of the poll: well, the PC Reluctant Hero is "dead", but the third attempt to push this game forward into production is already well underway, and I expect to be able to announce the new project shortly. Since we have to redesign, we are looking at what we can throw out of the old design at this point to streamline the project - one of the main questions is whether supporting non-violence is time well spent...
The sub-text unfortunately seems to suggest they need to simplify the game but we'll keep an eye out for more hints.
Wednesday - October 25, 2006
Heretic Kingdoms - Reluctant Hero - Designer Diary
Kult: Heretic Kingdoms (aka Heretic Kingdoms: The Inquisition) was a generally well-received indie action/RPG with some interesting twists and a strong story. With 3D People and iHobo now prototyping a second game in the same universe, Lead Designer Chris Bateman has written a Designer Diary for RPGWatch about approaching Heretic Kingdoms: Reluctant Hero from a different perspective, daring to try some original and unusual game mechanics.
The concept for Reluctant Hero has been kicking around the International Hobo offices for a while now. Why not make a cRPG about one person’s entire life? Why not give the player choices as to how they will live, and then let them go about living that life in whichever way they choose? At first glance, this sounds a bit like Fable, but although the two games may set off with similar goals, the games that result will be very distinct indeed. Our intention is to create a game which plays very differently to the typical cRPG, a game with less of a linear narrative and more freedom of choice.
The current design is quite different to Kult and with some novel ideas, this diary is worth a read for anyone interested in RPG design.
Friday - October 06, 2006
Heretic Kingdoms: Reluctant Hero - Screens @ Tiscali
Wednesday - September 27, 2006
Heretic Kingdoms: Reluctant Hero - First Ever Screens
Wednesday - August 16, 2006
Heretic Kingdoms 2: Reluctant Hero - Game Design Musings @ Only a Game
The game will be built from a number of different systems, including a variety of non-combative career paths, such as Merchant, Seer and Alchemist, and will include the capacity to play the game without fighting, if you wish. For instance, you can bribe brigands to leave you alone, or use magic to protect you when you journey from town to town, whilst learning languages and cultural practices will allow you to turn many potential foes into possible allies.Further thoughts about the passing of time mechanic are here. It's important to note the design has not been finalised but the ideas are certainly fascinating.
The player has only one life to live - the game will start with their character at age 18, and end with their death. If they wish, they can undertake a pilgrimage to the Oracle to find out how long they will live, or they can just take life as it comes to them. There is also the possibility that the player can find a way to extend their life, but in fighting death there can be no happy ending...
There will be no experience points in the game - instead, experience is measured in time.
Information aboutHeretic Kingdoms: Reluctant Hero
Developer: 3D People
Regions & platforms
· Platform: Unknown
· Publisher: Unknown