Arcanum: Of Steamworks and Magick Obscura |
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Developer(s) | Troika Games |
Publisher(s) | Sierra |
Distributor(s) | Activision |
Designer(s) |
Jason D. Anderson, Leonard Boyarsky, Timothy Cain |
Composer(s) | Ben Houge |
Platform(s) | Microsoft Windows |
Release date(s) |
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Genre(s) | Role-playing |
Mode(s) | Single-player, multiplayer |
Aggregate scores | |
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Aggregator | Score |
GameRankings | 79% |
Metacritic | 81/100 |
Review scores | |
Publication | Score |
Game Revolution | B- |
GameSpot | 7.3 out of 10 |
GameSpy | 89 out of 100 |
GameZone | 90 out of 100 |
IGN | 8.7 out of 10 |
PC Gamer (US) | 90 out of 100 |
RPGFan | 86 out of 100 |
Awards | |
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Publication | Award |
IGN | Editors' Choice |
GameZone | Editors' Choice |
Arcanum: Of Steamworks and Magick Obscura (more commonly known as Arcanum) is a 2001 role-playing video game developed by Troika Games and published by Sierra Entertainment. It was released in North America and Europe in August 2001 for Microsoft Windows. Debuting at fourth position on NPD Intelect's best-seller list, it was Troika's first game and also their best-selling title with over 234,000 copies sold and with revenues of US$8.8 million.
The story takes place on the continent of Arcanum, which is a fantasy setting that is in the process of an industrial revolution. The story begins with the crash of the zeppelin IFS Zephyr, of which the protagonist is the only survivor, which leads them throughout the land in search of answers. The game employs an isometric perspective and features an open game world where the protagonist can travel unhindered.
Gameplay in Arcanum consists of traveling through the game world, visiting locations and interacting with the local inhabitants, typically in real-time. Occasionally, inhabitants will require the player's assistance in various tasks, which the player may choose to solve in order to acquire special items, experience points, or new followers. Many quests offer multiple solutions for the player, depending on their playing style, which may consist of combat, persuasion, thievery, or bribery. Ultimately, players will encounter hostile opponents (if such encounters are not avoided using stealth or diplomacy), in which case they and the player will engage in combat, which can be real-time or turn-based.