Steel marks flesh
Join Date: Jan 2009
Re: Good Games for INTPs
Based on the famous World of Darkness RPG system, it's pretty much like Deus Ex - an Ego Shooter/RPG that rewards you for being non-violent and taking alternative routes. Also, it's from the former Fallout developers.
The gameplay varies severely depending on the choice of your clan, far more than in any other game I've played.
A special mention to the Malkavian clan which start out
as totally mad
. This leads to many crazy awesome dialogues like that one with the stop sign:
STOP sign: STOP.
Malkavian: No, YOU stop!
STOP sign: ...
Malkavian: No, YOU stop!
STOP sign: ...
Malkavian: You've made a powerful enemy this day, sign!
Unfortunately this game is very bugged and you'll need a fanpatch.
-Call of Cthulhu: Dark Corners of the Earth
Horror adventure from the ego perspective. Scared me to death more than once.
The game's protagonist is Jack Walters, formerly a police detective with a talent for solving cases with apparently insufficient evidence (it is implied that he might be a psychic), who was committed to a mental institution after a disturbing encounter during a raid in Boston left him apparently insane and with a split personality. A few years later the secondary personality disappears and he is released, although still suffering from amnesia and schizophrenia.
Now earning a living as a private detective, whilst also attempting to trace his own actions during the period of mental disturbance that he now cannot remember, Jack is contacted to take up a missing person case in the town of Innsmouth. He is sent to Innsmouth by Arthur Anderson, owner of the First National grocery store chain, to find Brian Burnham, the missing clerk who has been running the Innsmouth location. Jack takes the case only to find Innsmouth unfriendly, and that the town does not welcome First National or Brian for being "outsiders", an attitude which quickly wins Jack enemies in the town.
Over the course of the game, Jack slowly unravels the strange and terrible secrets behind Innsmouth, the Burnham case, and even the Boston incident that initially landed him in the asylum. In an environment filled with murderous cultists, deep-sea monsters, and alien horrors, Jack must try to survive and remain sane despite the horrors of the new case and his afflictions.
The game has often been noted for featuring no HUD: instead of a health meter, Jack's condition is relayed through the sound cues of his heartbeat and breathing, which become more pronounced when wounded, and color draining from the screen with loss of blood and strength. Specific injuries are also indicated visually and aurally - a broken leg will cause Jack to limp and will make appropriate noises, a broken arm will make aiming more difficult, etc.
Jack loses sanity when he looks directly at upsetting aspects of the game world, such as mutilated bodies or precipitous drops, similar to the Nintendo Gamecube game Eternal Darkness: Sanity's Requiem. Sanity loss can lead to hallucinations and visions, which manifest as graphical anomalies, sound distortion, and changes in control sensitivity. Also, Jack will begin to suffer from schizophrenia, hearing voices from various sources, such as his inner child pleading for him to go back to darker personalities that want him to come back with them. If he is sufficiently disturbed, then permanent insanity or suicide will result and the game will end. The health system was designed as a more realistic take on character injury than other games of its genre in that different forms of injury will require different remedies, such as a splint for a broken leg.
Initially, the gameplay mostly comprises unarmed escape and evasion, together with investigative exploration, although weapons and combat are introduced later on. As with most survival horror action/adventure games, ammunition is limited and must be conserved carefully for situations when it will really be indispensable, occasionally requiring the player to avoid combat, even when armed. The game as a whole is linear, with only one path through the chapters from start to finish, in contrast with some earlier survival horror games such as the original Alone in the Dark (which is also based on the Mythos).
There are several bugs during game play (such as the boat bug or the cave bug) and many users find the game difficult to play. Unfortunately, the game does not support cheats but there is an unofficial patch that fixes some problems and balances the game a bit by adjusting some parameters like running speed or the amount of noise the character makes while walking. God mode is also available.
This is by far the weakest game on the list. Basically Fallout gone Hack&Slash. The most interesting part here might be the setting itself.
Lionheart's historical chronology puts forth that Richard the Lionhearted's massacre of 3000 prisoners at the Siege of Acre, during the Third Crusade, was used by a villainous character as fuel for a ritual which tore the fabric of reality. This resulted in magic invading the game's world from other dimensions. The game itself takes place during the 16th century, which, due to the alternate reality setting, has been ravaged by uncontrolled magic and demonic creatures.
During the course of the game, a villain seeks to fully and permanently open the dimensional rift which was only temporarily cracked during the Third Crusade, while the player character, who is a descendant of Richard the Lionhearted, attempts to stop it.
Several famous historical personas appear during the course of the game, most of them residing or imprisoned in Barcelona: William Shakespeare, Galileo Galilei, Machiavelli, and Leonardo da Vinci. It should be noted that this is impossible in the real-world history, but it is presumable that the game operates on an alternate timeline.
As Lionheart implements the SPECIAL system, the character creation is inherently similar to the Fallout series. A player begins by setting the values of his or her character's strength, perception, endurance, charisma, intelligence, agility and luck, and selecting "traits," which alter a character's inherent abilities for either better or worse, for the duration of the game. In addition, the player must distribute points to "skills" - abilities which a character uses to achieve various effects. One skill, "diplomacy," allows the player to talk their way out of situations gone awry, while another, "sneak," allows the player to move undetected by enemies. Unlike the Fallout series, Lionheart also allows the player to select magical skills - an example being "discord," which turns hostile enemies against one another.
A player also selects "perks" during the course of the game - abilities similar to traits, which affect a character's abilities in some form; for example, the ability "Superior Senses" grants the player character a +1 bonus to his or her perception and +15 skill points in the "find traps/secret doors" skill.
Another element newly introduced by Lionheart is the player's selection of a "Spiritkind" for their character, which is done during the "character generation" at the game's start. A "Spiritkind" is a spirit, which is either demonic, elemental or beastial, that resides in the player character and occasionally rouses to explain happenings or gameplay mechanics, or advance the plot.
Notably, the character generated by the player is the only character a player has direct control over, and though characters will occasionally join a player's adventuring party, they are AI-controlled without exception.
Best game ever. Best dialogues ever. Best characters ever. A masterpiece.
Planescape: Torment is primarily story-driven; combat is given less prominence than in most contemporary role-playing games. The protagonist is an immortal who has lost his name, lived many lives, and forgotten them. The game focuses on The Nameless One's journey throughout the city of Sigil and other planes to reclaim his memories of these previous lives. Several characters in the game may join The Nameless One on his journey, most of whom have encountered him in the past.
Just play it already!
Steampunk meets Fantasy. Developed by the same developers who did Bloodlines, Arcanum's gameplay is very much like Fallout. Good story but the balancing is lousy.
-System Shock 2
Arcanum begins with a cutscene of the IFS Zephyr, a luxury zeppelin, on her maiden voyage from Caladon to Tarant. Two monoplanes, piloted by Half-Ogre bandits, shortly close in on the craft and commence attack runs, succeeding in shooting it down. A passenger aboard the Zephyr, an odd-looking gnome, now in his death throes under charred debris, tells the player to bring a silver ring to "the boy", and promptly dies. Being the only survivor of the crash, the main character is proclaimed as "The Living One," a holy reincarnate, by the only witness to the crash, Virgil. The story follows the player's path as he searches for the origin of the ring he has to deliver. Over the course of the game, the player uncovers more about the history of the continent, the motivation of the assassins out there to kill him and the identity of the one threatening to end all life on the land.
Arcanum is an example of a non-linear role-playing game. At various points throughout the game, players may take the story in different directions, sometimes permanently removing different paths of action. The game's central quest ultimately develops according to how players navigate its dichotomies, the most apparent being that of magic and technology. Many of the game's sidequests allow for more than one solution depending on the player character's specialisations and even certain portions of the main quest can be solved more easily through dialogue than through combat. The game's magic/technology and good/evil metres also influence what followers your character can attract throughout the game or how other NPCs will react to the player
By the same guys who did Ultima Underworld, the Thief series and would later do Deus Ex.
The game takes place on board a starship in a cyberpunk depiction of 2114. The player assumes the role of a lone soldier trying to stem the outbreak of a genetic infection that has devastated the ship. Like System Shock, Gameplay consists of first person shooting and exploration. A role-playing system allows the player to develop unique skills and traits, such as hacking and psionic abilities.
Like its predecessor, gameplay in System Shock 2 is an amalgamation of the first person shooter (FPS) and role-playing game (RPG) genres. The player uses melee and projectile weapons to defeat enemies, while a role-playing system allows the development of useful abilities. Navigation is presented from a first-person perspective and complemented with a heads-up display that shows character and weapon information, a map, and a drag and drop inventory. Backstory is explained progressively through the acquisition of audio logs and encounters with ghostly apparitions.
The game begins with the player choosing a career in a branch of the Unified National Nominate, a fictional military organization. Each branch of service enhances certain skills; the Marines augment marksmanship and weapon proficiency, the Navy improves expertise in repairing and hacking, and a paranormal branch of military, called the OSA, hones psionic powers.
After choosing a branch and undergoing a character development stage, the player begins receiving "cyber-modules" for completing story-based objectives. Skills are enhanced by spending cyber-modules at devices called "cyber-upgrade units". O/S units allow special one-time character upgrades to be made (e.g. permanent health enhancement), while in-game currency, called "nanites", may be spent on items at vending machines. "Quantum Bio-Reconstruction Machines" can be activated and reconstitute the player if they die in the same area. Otherwise, the game ends and progress must be resumed from a save point.
The player can hack devices, such as keypads to open alternate areas and vending machines to reduce prices. When a hack is attempted, a minigame begins where a grid of green nodes form; the player must connect three in a straight row to succeed. Optionally, electronic lock picks can be found and automatically hack a machine, regardless of its difficulty.
Various weapons can be procured throughout the game, including pistols, shotguns, and alien melee weapons. Non-melee weapons degrade with use and will break if they are not regularly repaired with maintenance tools. Different ammunition types exist which are more effective to susceptible enemies. For example, organic enemies are vulnerable to anti-personnel rounds, while mechanical foes are weak against armor-piercing rounds. Because ammunition is scarce, the player must use it sparingly and carefully search rooms for supplies. Additionally, psionic powers can be learned, such as telepathy and the ability to hurl energy balls.
Look out for fan patches!
All quotes from wikipedia.
"I have watched you. Your ways are patient but unstoppable."