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Rise of the Argonauts Interview

PC Xbox 360 PlayStation 3
Interview by Robert Purchese

10 August, 2007

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Jason and the Argonauts made bold cinematic footprints in 1963, largely thanks to painstakingly created stop-motion animation widely considered as one of the greatest achievements in 20th Century film. We can still remember those plasticine skeletons being smashed all over the place, and Jason's battle with the three-headed Hydra. It's a tale so well known that when Codemasters announced it was remaking the tale with developer Liquid Entertainment, we felt a little joy rising inside.

Rise of the Argonauts is a role-playing game for the new consoles and PC, and has all the graphical grunt and spit-shine we've come to expect from them. But rather than be just another blockbuster, Liquid Entertainment wants to re-interpret what a game in this genre should offer. It isn't happy with the good, evil, and neutral stock responses to non-player characters, or unintuitive battle systems and repetitive combat. Pages of menus clogged with statistics or laborious micro-management are a no-no, too, but most of all it is the effect of choice on the world it wants to rectify.

All of which sounds like rather a tall order. So, excited by the prospect of being Todd Armstrong as Jason, and curious as to how all these promises will manifest, we sat down with Liquid Entertainment's lead designer Charley Price for a chin-wag.

Eurogamer: What's the relationship between the game and Jason and the Argonauts?

'Rise of the Argonauts' Screenshot 1

From left to right: Hercules, Jason, and Atalanta - we think.

Charley Price: In Rise of the Argonauts, you take on the role of Jason, a young warrior king whose bride is assassinated on their wedding day. In order to bring her back, Jason sets out aboard his massive warship, the Argo, in search of the Golden Fleece - a mantle of judgement that is the only known artefact that can unmake death. Along the way, Jason will encounter a host of characters from Greek Mythology, including Hercules, Atalanta, and others - and recruit them to join him as Argonauts on his journey.

As such, Rise of the Argonauts is essentially a creative retelling of the classic story with a greater focus on exploring the world of ancient mythological Greece, and giving players the opportunity to really explore and interact with the legendary people and places which are part of that world. Those who are familiar with the classic story will certainly recognize key characters and defining moments represented in our game.

Eurogamer: What's the headline-grabbing part of it? What's going to grab people's attention?

Charley Price: Rise of the Argonauts is a role-playing game that focuses on the strengths of the genre (strong story, character development, meaningful choices) while discarding the antiquated trappings that plague it (endless menus, bag/inventory management, minor statistic-tweaking, etc.).

Furthermore, because Jason's progression is tied to his favour with the gods, Jason's powers and abilities will grow by virtue of everything you do - be it a cunning choice in dialogue or decapitating a foe in combat. Every choice matters In Rise of the Argonauts.

Rise of the Argonauts also sports real-time, lethal combat unlike any you've ever seen in an RPG. Rather than stabbing someone 20 times in the chest before they fall down, in our game, when blade meets flesh, expect lethal consequences. Bypass an enemy's shield (by deflecting an attack, dodging around, or simply smashing through it with your mace), and they will no doubt meet a quick and bloody end.

Using our procedural animation system, Jason will target enemies independently - his shield rising to block an attack from the left as his right arm swings outwards, decapitating an enemy on his right - all with the touch of a button. Every combat encounter is unique, every encounter is lethal.

Eurogamer: How would you characterize the gameplay? Hack-and-slash?

'Rise of the Argonauts' Screenshot 2

Jason tackles a Dryad. Combat will be non-repetitive and context sensitive, we're told.

Charley Price: Rise of the Argonauts' combat system is deceptively simple, but very meaningful and rewarding in a number of new and interesting ways. Because we have the potential for one-hit kills based on hitting enemy flesh and the ability to procedurally animate characters, every fight becomes unique.

A shield bash will use physics to impact an enemy's shield out of the way, potentially leaving them open for a deadly thrust of the spear. As such, watching for and creating vulnerabilities becomes simple and rewarding. Our combat system genuinely reinforces the deadly laws of cause and effect that you would expect in a film or in reality - which, combined with dynamic animations, creates a whole new combat experience.

So many games that rely on action and pre-set animations for their characters end up feeling dry and repetitive as the game progresses. But this makes sense, if you think about it. A scene from an action movie can be the coolest sequence in the world - but if you watch it over and over again for hours and days on end, it eventually loses its lustre. The same can be said for canned animations. If you consider each animation to be a very short cinematic, you can see how combat encounters begin to subconsciously feel more mundane and repetitive now you've seen the same "XXY" combo animation thousands of times.

By procedurally animating our characters, not only does every combat look and feel different, but those small adjustments matter - changing a sword slash from one that would harmlessly clang off of an enemy's shield, to one that slips underneath it, slicing that enemy in two.

In terms of the overall scope of gameplay, we strike a strong balance between combat, narrative, and exploration of the world - each of which allows Jason to progress as a character (through Deeds), as a hero (getting ever closer to the Golden Fleece), and as a leader (gathering Argonauts to his side).

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Comments: 1-25 of 25 in total

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kallenai
10/08/07 @ 07:20
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Blimey finally a chance of a good Argonauts game, story brings back memories of Jason and the Argonauts and Clash of the Titans movie's way back in the 80's which I loved as a kid, which probably says nothing more than I'm old.
Edited 1 times, most recently on 10/08/07 @ 08:21
DB2k
10/08/07 @ 07:32
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2008...? wow.. way to narrow your release date down ;-)

what do you mean "brings back"? bloody heathen. Go buy then on DVD - Ray Harryhausen movies rock!
Edited 1 times, most recently on 10/08/07 @ 08:33
allen
10/08/07 @ 07:32
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the dynamic animations sounds all nice and good, but the icons by dialogue choices seem a bit naff. rather they were hidden so that you weren't hand held if you wanted to increase favour with a particular god.
mkreku
10/08/07 @ 07:37
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I kind of like micromanaging my character.. with stats.. and a little dress-up doll that I can cover in armour..
Vandrius
10/08/07 @ 07:37
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I second that, allen.

Interesting sounding game, though.
Cloudane
10/08/07 @ 07:52
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I can only hope that the game will end up being a lovely success.
thejeek
10/08/07 @ 07:59
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Repeatedly revisiting islands to collect Deeds like 'kill 20 dryads' - sounds like it might turn into a total grind.
bengray66
10/08/07 @ 08:04
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Bold Claims for a Greek..........
afghan_jones
10/08/07 @ 08:29
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could be interesting. i am highly sceptical about the combat though. It sounds a good idea but there just isnt enough control surely. If I do a horizontal slash with 'X' button then it might hit a shield or it might hit flesh but how do I vary the height at which he slashes horizontally?

Also, will the player character take damage in the same way, ie one slash to the chest and hes out for the count?

The guy being interviewed sounds weird too, like he's just reading back a press release.
Ulgen
10/08/07 @ 08:33
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"Rather than stabbing someone 20 times in the chest before they fall down, in our game, when blade meets flesh, expect lethal consequences. Bypass an enemy's shield, and they will no doubt meet a quick and bloody end."

This game just grabbed a place on my top 3 most wanted games.

"By procedurally animating our characters, not only does every combat look and feel different, but those small adjustments matter - changing a sword slash from one that would harmlessly clang off of an enemy's shield, to one that slips underneath it, slicing that enemy in two."

There. I'm sold. This game just took my "Absolutely Number One Must Have Right Now" game award.
hamstand
10/08/07 @ 08:45
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Definitely up there with the most wanted. Let's hope they don't fuck it up. :)
SBfistfun
10/08/07 @ 08:56
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Oh I fancy it greek style, sounds promising
Machetazo
10/08/07 @ 09:01
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The combat system sounds very appealing. That's a good base to make a great game that should turn heads.
mingster
10/08/07 @ 09:24
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Damn thought Argonaut Development Team was being reformed and resurrected.
Morte66
10/08/07 @ 09:46
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Are we going to see some actual innovation here, or is the marketing droid putting a spin on "dumbed down hack and slash"? Hard to say...

It looks a bit "twitch". Lots of us deep RPG players are RPG players because we can't do twitch. And I see hints of grindy-grind-grind in "kill 20 dryads".

But it could be cool to have your development depend on decisions in the game, rather than out-of-game build optimisations. That management stuff is OK, but if it's what you really want then you're better off playing something like Rome Total War than a RPG. Here's hoping they actually deliver on this stuff and it's not just talk like last five RPG developers who promised it...

It's nice to see an end to "stab 20 times", but "cut them in half" is just as silly in the other direction. Just once I'd like a realistic a game where you stab people and they take 15-150 seconds to bleed to unconsciousness; and their mental/physical toughness determines whether they fight until they drop, or faint immediately, or sink to their knees in despair to die unresisting.
Bulbatron
10/08/07 @ 10:10
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Jason and the Argonauts, Clash of the Titans - love all of those stop-motion films. I wasn't born when Jason and the Argonauts came out and was too young for Clash of the Titans, but I have them all on DVD and this game sounds as if it could be pretty good. One question though.

WILL THERE BE SKELETONS?
Edited 1 times, most recently on 10/08/07 @ 14:29
kangarootoo
10/08/07 @ 10:12
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@afghan_jones

"The guy being interviewed sounds weird too, like he's just reading back a press release."

UI don't think these "interviews" are done in person. Rather a bunch of questions get emailed through and answers get written up and returned. I could be wrong in this case of course...
Gastrian
10/08/07 @ 10:25
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Probably me being cynical but that leveling up system sounds very much like Fable.
citizenHUNTER
10/08/07 @ 10:30
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"Rise of the Argonauts is a role-playing game that focuses on the strengths of the genre (strong story, character development, meaningful choices) while discarding the antiquated trappings that plague it (endless menus, bag/inventory management, minor statistic-tweaking, etc.)."


WOOHOO!, At Last. why do RPG's need to be all about armour points this, magic points that... Still to this day Shenmue is the closest thing I've seen to a role playing game (which to me purely means some epic kind of game where you play a role... it has nothing to do with stats, grr).

Hopefully this isn't all PR BS :)
shamblemonkee
10/08/07 @ 10:57
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sounds very promising, ticks all the right boxes so far, just hoe they follow it up and deliver what they are aiming for.
Quine
10/08/07 @ 11:03
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Proper dynamic combat is the #1 thing I want to see in a game, so this is all sounding rather good.

There's scads of RPGs out there for the uncoordinated stat-farmers already, so it's nice to see someone trying to bring the action back into combat.
shamblemonkee
10/08/07 @ 12:07
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Because it takes time out of a timeline that's already likely to be extremely tight or overdue already i'd guess.
Chris Gardiner
10/08/07 @ 14:38
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Really quite excited about this now.

Love that thing about devoting deeds to different gods to improve your abilities - lovely synergy of system and setting, there.

I'm very much with citizenHUNTER and Quine - all the points and turn-based malarky of RPGs is a holdover from tabletop gaming that video games don't need to adhere to. It's nice to see some more variety in the genre.

But I'm apparently the one person in the world who liked the combat in Jade Empire, so what do I know?
Scimarad
10/08/07 @ 16:32
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"I'm very much with citizenHUNTER and Quine - all the points and turn-based malarky of RPGs is a holdover from tabletop gaming that video games don't need to adhere to. It's nice to see some more variety in the genre. "

Er...aside from the fact that a lot of us prefer it that way...
Chris Gardiner
11/08/07 @ 17:42
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"Er...aside from the fact that a lot of us prefer it that way..."

And there's wodges of games like that for you, and always will be. It's variety I'm keen on, and some new approaches, not the death of a certain game type.

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