Rise of the Argonauts Interview, Part Two

Rise of the Argonauts lead designer Charley Price answers three more pages of questions about the action RPG over at RPG Vault.

Q: Would it be correct to assume that the setting in which Rise of the Argonauts take place is reflected in your treatment of weapons, armor and other items?

A: Throughout the game, we have sought to ensure that every piece of equipment Jason acquires has some sort of a narrative meaning within the context of the world – for example, Orion’s belt, given to him by the legendary hunter himself, or the Spear of Adonis, wrenched from the body of the dryad he defiled. We really wanted to avoid adorning the player with an assortment of random items that Jason fished out of a chest somewhere. As such, as he progresses through the game, his attire becomes an implicit record of his journey, chronicling his deeds and accomplishments.

Jason will acquire a wide variety of different weapon and armor pieces throughout the game for his three weapon and five armor slots. Furthermore, Daedelus will grant him the ability to move enhancements from one piece of equipment to another, effectively allowing the player to mix and match the equipment at their disposal for a vast degree of customization.

Unlike many other RPGs, we have also gone out of our way to avoid a stat-laden approach to Jason’s bonuses, instead focusing on discrete ones that the player will be able to “see” the moment an item is equipped.

One could also imagine that maximizing one’s esteem with a given god might prompt a reward to Jason of a legendary artifact of some sort…

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