If you're not aware, No Truce With The Furies is an isometric roleplaying game currently in development and the first game made by the Estonian studio ZA/UM, described as follows:
Prime Junta over at RPGCodex was lucky enough to pay them a visit and do a write-up that should be sure to pique the interest of anyone interested in RPGs, adventure games or anything in-between:
@Gaspard/Kasparov has also been posting regular updates from the development right here on NMA for the last 8 months or so. Definitely worth checking out, especially for those less than pleased with inXile's follow-up to Planescape: Torment.
Once you're all done reading up on it, feel free to make tons of jokes about "no truce with the furries" in the comments, because that never gets old.
No Truce With The Furies is an isometric role playing game that mixes cop show antics with a genre busting new setting: literary fiction with sci-fi / fantasy overtones. Expect absurd new heights of non-combat gameplay. All action is handled in dialogues, story is everything.
We are inspired by Planescape: Torment and Kentucky Route Zero.
Prime Junta over at RPGCodex was lucky enough to pay them a visit and do a write-up that should be sure to pique the interest of anyone interested in RPGs, adventure games or anything in-between:
The core gameplay in No Truce is a hybrid of point-and-click adventure and RPG dialogue. There is no pixel-hunting; all interactable objects light up with the tab key, and observations brought up by successful (passive) skill checks show up as little thought bubbles you can click on. However, all interactions more complex than a single-line tooltip happen through the dialogue interface, dubbed the Feld Playback Experiment, itself an in-world mystery. Underneath ticks away a robust and parsimonious system of RPG mechanics: what appears in the dialogue interface is a product of your stats, your skills, your thought inventory, your history tracked in behind-the-scenes counters, and die rolls – subtly but effectively represented by a brief sound effect and animation of a spooling tape. Some checks are passive: a line appears in the Feld if you succeeded in an invisible stat check – for example, a successful Empathy check will have that part of your mind inform you that your interlocutor seems to have a thing going with the person they’re talking about; pass an Esprit de Corps check when you do something particularly stupid, and your partner will have your back. Others are active: you make the roll when picking the choice, with the odds displayed in a tooltip.
A great many of these checks, interactions, and dialogues happen inside your mind. Your skills and stats are talking to you, pointing out things, suggesting things to say, demanding things, making connections, causing thoughts to appear in your thought cabinet. Your reactions to these prompts will determine what kind of cop you will become: behind the scenes, counters are incremented and flags are set. There is a tremendous amount of reactivity to these stats, counters, and flags everywhere: an ashtray may spark a craving for cigarettes or do nothing at all; a successful Visual Calculus check will light up a detail in the crime scene that a less observant cop would have missed. The dialogue tree is a virtual forest, a thicket of nodes with associated thresholds and conditions, changing as you change.
@Gaspard/Kasparov has also been posting regular updates from the development right here on NMA for the last 8 months or so. Definitely worth checking out, especially for those less than pleased with inXile's follow-up to Planescape: Torment.
Once you're all done reading up on it, feel free to make tons of jokes about "no truce with the furries" in the comments, because that never gets old.