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Comparisons
between Nox and Diablo are inevitable, if not
slightly misguided. Although the two titles are
nearly identical, Nox is hardly a Diablo
rip-off--it's been in development since the time of
Moses, or at least before Diablo was released. But
there's no denying that it's walking a well-paved
path. It's an action game with role-playing-game
pretensions; it's played from an isometric overhead
view and contains quests, inventory management,
fancy spell effects, bosses, and three character
classes. Sound familiar?
The
Out-of-Towners
In
many ways, Nox isn't as good as Diablo. Nox's
single-player game is a series of linear missions
played on prerendered maps. It's oddly unsettling
to play a game such as this and know that it's not
randomly generated; you realize that you're being
led by the nose from point A to point B, and that
once you've seen it all, you won't see anything new
again. Nox also doesn't have Diablo's town-centric,
safe-house feeling. Nox's sequence of levels
dictates when you go to town, whereas Diablo gives
you the option to retreat to town when things get
hot or you're loaded down with loot.
Nox
also manages your statistics as you go up levels.
This is common in console RPGs that are built
around a group of prescripted characters, but it's
a mistake in an action-RPG game that asks you to
create, and identify with, your own character.
You'll likely play through the entire game without
ever checking, for instance, how high your
character's strength is. Your character is defined
only by his equipment. (Yes, his; there are no
female characters in Nox.)
What's
Hecubah to Him?
You'll
find the worst RPG clichés in Nox's levels,
such as FedEx missions ("Bring me my boots, and
I'll reward you with a new spell and a mess of
experience points"), some unimaginative key and
button hunts, and searching for "stray" gold in
people's houses. And Nox doesn't have nearly as
much personality as Diablo. The game makes some
limp efforts at NPCs, but the writing and voice
acting come nowhere near Diablo's, which are done
skillfully and creatively. Nox's story is utterly
conventional, if you can overlook one of the most
idiotic premises to ever set up a computer game:
You are a guy wearing jeans, a T-shirt, and
sneakers who is sucked out of a trailer park and
into another world. Defeat the evil sorceress
Hecubah, and you get to go back home. The back
story of Westwood's Command & Conquer is like
Tolstoy in comparison.
But
in many other ways, Nox is actually better than
Diablo. The flip side of Nox's linear, prescripted
missions is that the single-player game is
carefully tailored around the three classes
(Conjurer, Wizard, and Warrior). Each class plays
on the same maps, but in a different order and with
some subtle customizations. If you're playing a
Warrior, for instance, you won't find yourself
bogged down with an inventory screen full of
useless mana potions, wands, and high-level spell
books. If you're playing a Wizard, and you kill a
boss, you won't be rewarded with the "Two-Handed
Sword of Omnipotence That Spellcasters Can't
Use."
Nox's
Wizard and Warrior classes are standard fare: the
Wizard class gets to play with some powerful and
insidious spells, and the Warrior class looks
mighty impressive mowing through opponents like a
weed whacker on a Georgia driveway. But Nox's third
class, the Conjurer, is a charming nod to the early
RPGs that inspired this action/RPG genre. In
Nethack and Rogue, two primitive RPGs drawn with
ASCII characters, you would begin the game with a
pet. This little character would follow you around
faithfully, learn tricks, and help you fight. There
was no sadder message in the history of computer
gaming than "Little dog has died."
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