![]() ![]() Reading the book, the text alluded to another even larger demon nearby. Þórarinsson’s further exploration revealed a book resting on a bench upstairs. Mad sword blows and bright spells visibly lowered its hit points (showers of numbers were visible on screen, as in Borderlands), and the demon was soon dead. There, in a corner of a basement closet, were a pair of demons - humanoid forms made of flies. Then he headed off down a forest path, leaving his clan’s tiny patch of the Heartlands behind.Īccompanied by two player-controlled companion characters, the party stumbled on a vaguely Roman ruin, its limestone walls recalling the arches of a 2,000-year-old aqueduct. It’s the kind of Unreal Engine demo that we’ve seen for years, with incredibly high resolutions and a tremendous amount of realistic detail - not something you’ll find in legacy MMOs. First he donned his armor - a pauldron and a breastplate - showcasing how the light reflected off its surfaces. Lead game designer Pétur Örn Þórarinsson, formerly a game design director working on Eve, was at the controls. We had a chance to observe developers playing through an in-game quest, and it was quite a bit different than how quests work in other MMOs. Mysteries are interspersed throughout the world, and you begin to unveil the ancient lore of the world - its wondrous past - really through what we call sort of internally ‘indirect mysteries.’” This is where darkness leads to more dangerous encounters. “When it comes to venturing from the Heartlands,” Gunnarsson said, “really the next area is the Wilderness. What’s even more interesting is what will motivate them to try and get there. The sightlines from the Heartlands are very purposefully long, and Gunnarsson is quick to point out that anything the player sees is someplace they can go. There they can work with other players in absolute safety, building small villages with their clan, planting crops, and crafting equipment. Players will begin at relatively high elevations, among green and ethereal regions known as the Heartlands. During these opening moments, Pax Dei’s nuance is immediately clear, and it begins with how its geography impacts gameplay. So essentially, all of the things that you can gain access to in the world have been produced by someone else in the game.”Ī big element of gameplay in Pax Dei is exploration, which in the early game will see small groups working together to bushwhack connections to nearby settlements. “But in our world, the weapons, the armor, the construction pieces needed for your village, these are all items that are crafted and manufactured by the players themselves. “Being an MMORPG, harvesting and crafting are core pillars of the experience in the game,” said Mainframe CEO Thor Gunnarsson. Moreover, the game borrows its economic model from Eve, meaning that both geography and scarcity will play a role in a dynamic marketplace. It boasts impressive lighting and materials interaction, with cloth that ripples realistically, hair that bounces, and shafts of light catching motes of dust as they stream through the windows of rural cottages. In motion it looks like The Elder Scrolls 5: Skyrim, but built with Unreal Engine 5. ![]() Pax Dei is high-fantasy MMO filled with gameplay elements borrowed from the survival genre, games like Ark: Survival Evolved. What Polygon was able to see during a brief, hands-off demo in late February was a tremendously beautiful game, but questions still remain on whether or not the seasoned team of industry veterans can pull off its ambitious goals - which includes a PC version as well as a cloud-based client playable on “any screen,” including consoles and mobile phones. Mainframe bills it as an “immense, player-driven, social sandbox” filled with political machinations and player groups numbering in the thousands, a heady combination of Eve Online and Rust. Mainframe Industries, a European video game studio founded in 2019, finally revealed its first project on Wednesday - a new MMO role-playing game called Pax Dei. ![]()
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