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Yep, it's official, we went crazy ;) After adding Betrayal in Antara at no extra cost to Betrayal at Krondor pack yesterday, today we're back with another great RPG release.

The Temple of Elemental Evil is a role-playing game based upon the famous Greyhawk adventure and created by now-defunct Troika Games. The story revolves around the rise of evil in the once peaceful and prosper city of Hommlet. The sudden appearance of evil forces seems to be originating from the once defeated and sealed Temple of Elemental Evil. The history likes to repeat and it's up to you and your party to not allow it happen again.

The game allows you to create a party, of up to 5 adventurers and up to three NPCs, and chose the party's alignment which will affect the plot and choices it makes throughout the game. The developers used a turn-based combat system which was acknowledged by many gamers as the most faithful representation of the pen-and-paper D&D 3.5 rules in a computer game. If you're a true D&D fan you can't miss this creation from true D&D fans.
The screwed up by buying a license to a beta engine. And going to Activision for publising. They should've kept the isometric turn-based style.
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Red_Avatar: It was on the Troika forums before they went down :S It was right after the release of ToEE. Same with the Vampire Bloodlines thing - a dev explained the problems on the forums as well. There was far more info - including the dev saying it was a big mistake to get the Greyhawk IP from Wizards of the Coast because they were being such pain in the asses. They had to eliminate so many things and some really changed the entire game structure, putting them way behind on schedule.
Did Troika ever say why they ditched Arcanum engine? I've understood that was something they developed themselves.
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tomimt: Did Troika ever say why they ditched Arcanum engine? I've understood that was something they developed themselves.
TOEE is built on an enhanced / modified Arcanum engine (which is why they could complete the project that quickly) - and I'd guess they might have re-used some of the code for the Fallout Style apocalyptic game they'd been trying to find a publisher for.
Can I just say: wow ToEE has many flaws even after all the patches. It's painful to play on many levels - I didn't think it would be this bad after having enjoyed Arcanum so much.

In general this game feels badly thought out in so many areas. Every aspect lacks in some respect. For example, when speaking to people, the game won't automatically pick the PC with the most speech skills or charisma. No, it picks a RANDOM team member! The dial menu is a pain to use as well, and far too clumsy and slow. Exploring is unrewarding since there's barely any loot to be found while doing so - lots of houses to enter but all empty or filled with generic people. Also, while resting, healing spells are not automatically used either.

Now, the combat is the only part that isn't badly flawed. It's not that satisfying either, though, because you're constantly in combat.
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Red_Avatar: I read the developers story about Troika and ToEE and guess what: the delays were due to Wizards of the Coast and Atari constantly altering the game or demanding certain changes.
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tomimt: Would you happen to have a link to that, or was it a magazine article? Either way, I'd love to read it.
You'll find this relevant: Matt Chat 68: Arcanum and More with Tim Cain.
"I had done a proposal for a game that didn't include all the classes, I think I got rid of the druid, and the paladin, and maybe the bard, because they were just tough to do, but Atari wanted all the classes..." ~ Tim Cain on ToEE
Tim starts talking about ToEE on minute 6:11, and stops at minute 8:16. He talks about Wizards, Atari, the engine, 3.5, and patches. (Thanks again to Drelmanes for linking this in the first place.)
Post edited October 17, 2010 by Nimnio
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tomimt: Would you happen to have a link to that, or was it a magazine article? Either way, I'd love to read it.
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Nimnio: You'll find this relevant: Matt Chat 68: Arcanum and More with Tim Cain.
"I had done a proposal for a game that didn't include all the classes, I think I got rid of the druid, and the paladin, and maybe the bard, because they were just tough to do, but Atari wanted all the classes..." ~ Tim Cain on ToEE
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Nimnio: Tim starts talking about ToEE on minute 6:11, and stops at minute 8:16. He talks about Wizards, Atari, the engine, 3.5, and patches. (Thanks again to Drelmanes for linking this in the first place.)
Yeah, that's part of what I read - the original post was like an entire page long, though. It did include why they couldn't release patches which is really unbelievable.
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Nimnio: ....
Wow thanks for that video. I knew a bit of that but didn't know what douches Atari had been about TOEE. That's what the say the danger of making licensed games is, you get screwed by the license holder more often than not (their experts in their IP but not necessarily in video games). If the license holder is Games Workshop, well you should just give up and start drinking before you even start, the result will be the same.
Seems like making a game based on DnD is just too much the owner of the rights meddling in. In this case Atari.
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Nimnio: You'll find this relevant: Matt Chat 68: Arcanum and More with Tim Cain.
"I had done a proposal for a game that didn't include all the classes, I think I got rid of the druid, and the paladin, and maybe the bard, because they were just tough to do, but Atari wanted all the classes..." ~ Tim Cain on ToEE
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Nimnio:
Thanks from that. So the main issue in the whole development was, that no-one at Troika thought, that working with the rights holders might be a more difficult task than they'd been accustomed to. Cain says it himself, that he shouldn't have caved in to demands, but he did.
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captainvideo111: I also do not agree that BG1 was "dunbed down". I don't see how anyone who has actually played the game could ever say that. It bubbles over with intelligence.

If you are one of the very small percentage who thinks ruleset accuracy is essential in an AD&D-lcensed game, then you'll probably like ToEE a lot better than I did. Out of the box I would have given it one star out of five; it was horribly unfinished and frankly had no business being sold. Official patches helped a little, and the community mods helped a lot. As modded I'd give it three starts today; it loses one for the repetitiveness of the encounters, and another for having the barest pretext of a storyline. YMMV.
First off, I did not say BG1 was dumbed down, I said that the weapon proficiencies in BG1 were dumbed down, which they were. They placed all the weapons into groups as opposed to having a separate proficiency for each weapon, for example large swords for longswords, broadswords, scimitars etc. That was what I was talking about.

And no, I'm not one who thinks ruleset accuracy is essential. I actually do not like the AD&D system that much, as I am not a fan of levels and classes, prefering classless systems like GURPS, White Wolf's Storytelling system, etc instead. However, I still like ToEE simply because it did try to do things differently while still providing an authentic RPG adventure experience. I can salute their efforts and enjoy the game for what it is.