As I sat in a press preview with Anshar Publishing for its upcoming CRPG, Zoria: Age of Shattering, one piece of feedback the team received caused my ears to perk up: Too much loot.
This is something I've never once heard as a complaint in an RPG before. Sure, some looter shooters can be overflowing with useless gear, and even some RPGs can find bags overflowing with stuff, but my hoarder mentality in MMOs and RPGs tells me there can never be too much stuff to have. What if I need it someday?
Well, that's the mentality players will need to adopt when Zoria: Age of Shattering releases next month. There is a method to the developer's madness here, and you will need those five chest pieces someday indeed.
Zoria can be described as part exploration RPG, part tactical combat RPG and part outpost management sim. Throughout the runtime of the CRPG you'll be doing all this — from exploring the original and expansive world of Zoria to uncover lore, mysteries, new areas and more, to managing over 50+ followers and your base of operations in its outpost mode.
While exploring the world of Zoria, you'll come across points of interest, lore, and, as Tiny Trinket's Stefan Nitescu put in in our presentation, things you shouldn't click on.
«We don't have mimics, but we have our own way of making it fun,» Nitescu tells me with a chuckle.
How you get around that environment is also influenced by your class, as each of Zoria's seven starting classes has its own way of interacting with the environment. An example was the Wizard who apparently dabbles as a civil engineer on the side, able to summon bridges to help cross gaps and ford rivers. The Priest, meanwhile, performs their priestly duties by dispelling miasma when needed so the party can pass through. The goal of having these individual interactions for each class is getting you to swap between characters regularly, instead of just sticking with your main and beelining through the content.
While out adventuring, you'll come
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