Hello guys!
Been a while.
First, a warning: this is a directly transcribed article. That means aside from some editing here and there, is written just as we held the conversation. There are also some questions that I asked later on but then put them in the middle so that they are read in accordance to the contents they are about.
Anyway, as you may have guessed, I had the opportunity to talk with Chris Wilson about the new Expansion of
Path of Exile: The Fall of Oriath, as well as some other big events like their Chinese and Xbox One version release. Hope you enjoy it!
For me, is always kind of a thrill to have these conversations with Chris. He is always pretty supportive and fun to talk with, and he also understands English isn't my native language, so he is patient and understands pretty quickly what I want to say. In this mindset, the first thing he showed me was an image with different data about Path of Exile till now:
"So, talking about path of exile in 2016, you are pretty aware of this stuff because you helped cover this releases , but it went really well last year. The game was already popular but it became a 44% more popular in terms of played hours. So by that I mean just the number of hours of people in the world who played PoE was 44% higher compared to last year."
"We also had over a million active players in December. Now, the reason I'm posing active players: is pretty easy for game publishers to say how many registered users there are. Like we have five million, then ten, then fifthteen, and the numbers just keep getting bigger as people try out the game and make multiple accounts. But, this makes it kind of hard to know how popular the game is, because you hear about these titles who have a great number of registered players but then the game shut downs because nobody plays it. This is why I'm saying that we had over a million players active in December, to state that the game is still popular and that we've made it to a bunch of top list sixteen and that kind of stuff."
No news there. I mean, Path of Exile is already popular only from its no pay-to-win micro transactions. If you add the passive tree (from which I'm still dropping some friends' s jaws that don't know about the game everytime I show them an image) the quality and quantity of content... well. It speaks for itself.
"There are two new markets in 2017. We have the big Chinese launch which is coming out in the middle of the year, that's kind of huge for Path Of Exile. And we also have the Xbox One release which I'm also happy to talk about... because, all of our content that I'm showing you today will be available in it as well. So is basically a full copy of the game, it has both: the core game of PoE as well as the expansions and full new content also. So we are trying as hard as possible to have it fully featured."
"
How does it work? I mean, maybe is because I don't actually know much about it, but how did you make the transition from mouse to controller in the Xbox One?"
"I also was a bit sceptical at first. I mean I'm not a console gamer, you know, never actually owned any consoles myself. So I wasn't sure how it was gonna feel. But the team were really confident. Johnathan, who is running that proyect was really confident that he could get a good feeling in the Xbox One version, and he did. Honestly, it just feel really good to play. And that's the thing we've been hearing from journalist when we showed them that version this week, as they pick up the controller and they say it just feels really precise, fast and responsive."
"So, the way it works is basically you use the left joystick of the controller to move you character around and you've got your right joystick for aiming. You can cast your skills with the buttons on the right, you can hold on a trigger to swap between an alternate set of skills, the flask are on the shoulder buttons... Is a very intuitive way of playing and it feels really good. Like, if you have to cast a skill like a curse that you'd usually cast at your mouse, the game just searches for monsters in front of you that you are probably meaning to target, and it curses them. It works really well."
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Seeing that there have been some performance issues with the PC client, there have been some doubts about the Xbox One version... "
"We have been working hard on performance and believe that we'll hit a solid 60fps on the Xbox One. We're almost there! These performance improvements are directly rolled into improving the PC version as well."
"
And regarding the Chinese release, you mention it will have all the contents we are discussing right now.."
"Yeah, everything we are discussing will be present in the Chinese and Xbox One version, and we are planning the Chinese release later this year whenever Tencent is ready to do a big launch. They are the Chinese publishers so we are working with them to make sure the game is a good fit for China, which means small changes to the game, you know, pass local changes and censor laws and that kind of stuff."
It was then that he showed me the trailer of Fall of Oriath:
I gotta say it surprised me that they actually went and developed them all the way to act ten, which is something that I made manifest with my "Wait... WHAT?" that escaped my mouth while thinking Chris was away. And yeah, he wasn't.
¯\_(ツ)_/¯ A little unprofessional, but it depics exactly how I felt.
Anyway, after that I told him my impressions, at which he answered:
"The reason why we did this: as you know the game got cruel and merciless difficulty in it, and that means replaying the current content several times. So we felt that this wasn't the right way for the game to be you know, with people getting bored of running cruel difficulty. So we decided to make new five acts that are elusively based on the first ones, like is the same kind of areas but with entirely new bosses, new quests, some new monsters and some new areas to go along with the old ones. This way you have a new story to playthrough that continues from where act five leaves off, so is like one big ten act playthrough."
I kind of knew that "recycling" the previous areas could come as a disappointment for some people. In fact I was about to point it out when Chris showed me a gameplay. It was then that I realized that maybe I was being too hasty in my judgement.
"As you know at the end of Act IV you killed the beast and finished most of the content there, and so you are told there is a way to get back to Oriath by using a device at the top of the mountain next to the Act IV town. If you climb the mountain you get a chance to teleport back to Oriath in hope of a peaceful retirement, but instead you arrive in the middle of a slave revolution. all of the slaves in Oriath are rising up to try to take control of the island and get rid of the templars who are running everything. You know, Dominus's friends basically."
"So even though you've already killed Dominus yourself, there is a new High Templar in charge. And so you join with the slaves to advance further into the city: most of Act Five takes place in Oriath where you are initially working with the slaves and controlling areas and so on, until you eventually get into the Oriath Square which is a nice outdoors area with snow gently falling, and you get to fight some cool soldiers there who all have cloak physics going on, so we are pretty pleased with how it turned out. It was an interesting challenge to come up with the art here, because a lot of it is very cleaned up, like this is a city where people live instead of an old ruin, so we had to put a lot of effort into making an Act that feels kind of... seems like there are people apparently living there. "
"Next, is a mid act boss fight: High templar of Oriath, who is kind of the guy who took over after you killed Dominus, and is an interesting fight as well. Is a relatively long fight. There are multiple stages to it, it uses a lot of different spells, and honestly now we are making boss fights a little differently. Previously we'd took a monster and made him big with the name of a boss and maybe a glow with the cool of a boss, but now we are actually putting a lot of effort into making these boss fights."
"I can see already, with that spell where he summons a giant knight...""So, the big statue guy is interesting because he eventually stops following you and kind of turns to stone again. Then it lets you hide behind him for cover from the projectiles because the Templar gets pretty spammy with them. This fight is also cool from a plot point of view: players learn a bunch of stuff about how Act five develops when they reach this fight... I kind of don't want to spoil anything in this interview so I'll be quiet but there is a bunch of cool stuff that happens right after this fight"
"I appreciate that, I mean, is kind of the core of the RPG genre right? you go through a plot then reach a Boss who has kind of a personality, and whose skills also reflect that personality. ""Yeah, there a lot of fights like this one... I think there are 24 boss fights in this set of content"
"So, this is a diagram that shows the differences between the old and new playthrough structure. Previously, as you can see up here, there were three difficulties: normal, merciless and cruel, because the game repeats three times before maps. Now, you play Act 1-4, then five, then six to ten. Just one playthrough of ten acts... rather than having different difficulty levels. And this is because they have about the same amount of content: the ten acts take about the same time as the twelve acts repetition in the past. This means that now the player has an interesting story from the beginning to the end, and don't have to repeat the same story over and over again on that character to get to the end game content. "
"
Does that mean the difficulty of the ten acts also matches the ones of the twelve acts before?"
"Yes, the difficulty of the game scales up in a similar way."
That, I thought, is definitely interesting. And I bet that hardcore players would be grateful for it. I mean, new stuff always kind of refreshes the will to play a game. Yet... I still wasn't entirely convinced a reused playthrough of the first four acts would have a refreshing impact.
In the trailer you could see A glimpse of Lioneye Watch at our return from Oriath, which is what Chris described:
"So, this is the town. As you can see it's transformed. They build a bridge up here, they put a boat and got some piled up bodies here. The starting area is now an optional side area that you can go to and fight a new version of Hillock. There are also washed up people from Oriath who tried to swim to shore. The Coast line area has new monsters: Karui warriors who have tried to take over the coast, so there are various totems and the fights are a lot harder than they were before. The mud flats have been changed, and now have a lot of Karui architecture cuz they've moved in. Next is the fetid pool, now called the Radiant Pool, because as you can see is not dark anymore and now is quite nice. There are even some nice yellow parrots and so on that we put here."
"This is a fight against Tukohama who is a new boss. Instead of running through the caves you get to fight this guy. Then, instead of going to the Ledge you go to the Redge, which is the other side of the mountain. Is much darker and more evil... all in order to get to the same Prison."
"But once you get to the prison, instead of going down to fight Brutus in his quarters you instead climb to the top of Shavronne's tower. She is the lady of Act IV who is doing the experiments on Brutus. Once you get to the top of the tower, you can look down on the prison and you have to fight both: Shavronne and Brutus and the same time. Then you go to the Road, which is the prisoner's gate area. And you actually have opened the path to the forest, so unlike the first act, you can go to the forest straight away. That is how now you are in what was the Act II, but still in what is part of the "first" act. So, you find out that the path to the Act II town is actually blocked, and you have to find a way around while not being quite sure as to why can't you get to the town, and why is still called Act VI rather than Act VII."
"So, you continue on, retracing your steps backwards through the Phrecian Forest until you get to a new beach here which is a new tileset that is connected with an Area called The Beacon. This Area has a bunch of puzzles where you have to push things around... this map is a bit similar to The High Gardens map we have in the atlas I think. And eventually from the Beacon you take a boat to the Brine King Rift, which is the big Act Boss at the end of Act VI."
"So, as you see, some of this content are reused assets from the first act, which is how we could make six acts simultaneously. But there are a lot of differences in terms of how we play it, so the goal is to have it so players are happy with going back to the original areas and see what's changed after they finished. So an example: Nessa isn't in town anymore, she has gone looking for the stone of the Star of Wraeclast amulet (Any players who don't know what the star of Wraeclast is: is the thing that corrupted Merveil and turned her in "the evil fish lady" -Chris's words, not mine) So, any players who understand this, know that things aren't good regarding as to what may have happened to Nessa."
"Notice that we aren't previewing Acts Seven, eight and so one here. We'll be previewing them in the next weeks and months before the release of the expansion."
I gotta say, my hype had just been piling up since I saw the trailer. Which is what I had to restrain myself from another "Wait... WHAT?" when Christ said: "Now, we'll be previewing the Pantheon system".
"This is a new Character customization system. Plot Wise: The Beast in Act IV was actually suppressing all the powers of the different gods and goddesses that Wraeclast used to have. So after the beast arrived, there were no more gods powers available. So all of the gods that people of Wraeclast were worshipping were literally powerless. And so, when you are fighting High templar of Oriath in Act V, you find out that he was actually being possessed by the god Innocence. And this is possible because after we slayed the beast all these gods are getting their powers back, and this Pantheon image you see here represent all the different Wraeclast gods and their many forms, and you actually get to kill a lot of these gods. So in the playthrough that I showed you, there are like sixteen gods or something you get to fight along the way."
"We are talking about Path of Exile right? not God of War."
He laughed.
"Indeed. So, there are a lot of god fights you encounter along the way, which brings me to the Pantheon system. This image shows an unfinished version of the user interface, in which we are still working in making it pretty, but it exemplifies what I want to explain: in the top there are four mayor god powers, and on the bottom there are twelve minor ones. As you kill gods you get to unlock their power: you get to have one mayor power and one minor one active in your character at any time. This means that for example '
Soul of The Brine King', that is a mayor one, says that you can't be stunned if you have been stunned recently, you can't be frozen if you have been frozen recently. Is a relatively defensive and minor thing, but the point is that you can change these powers at any time, by going to town."
"So normally in PoE, You put points in your passive tree or you kill a bandit leader, that is a decision that stays with you for a long time, but these passives here can be changed just by going to town, so the point is to change them really often, like you are about to fight a fire boss and then choose a passive that makes you an anti-fire kind of character. Also, the bosses you kill unlock various ways you can switch your defences around on the fly."
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Do passives have something like a grade? Like Legendary, rare...""No, but you can upgrade them. If you notice, in the image it says 'Defeat Glace and you'll unlock 50% reduction of chill on you'. So, these are bosses in the Atlas of Worlds Maps system. So if you go to the Map with Glace in it, and slay it, your
Soul of the Brine King will become more powerful."
"
The passives are completely separated from the passive tree and the Ascendancy classes right?"
"Yes, that's correct. You now have three customizable progress in your character. Yet, they are not crazy powerful like the Ascendancy passives because they can be changed any time, and they are also exclusively defensive because we want them to be something you change right before a fight. It also makes us rebalance the difficulty of the whole game and give us the opportunity to create some more challenging content. There are also several Synergies between these passives."
"When playing through all of the acts, do you get all of the passives?""So, when you enter Atlas of Worlds you have all of the passives if you killed all the gods, but none of them are upgraded. Now, minor gods are typically side quest, so some of them are mandatory while a few others are optional ones you can go and kill if you want to. So it is possible to miss some of them if you just go straight for the main quest."
I have never been a fan of going for a defensive build, aside from life steal or life regeneration... but well, having the power of a god at my call before a boss fight or a certain area didn't sound so bad.
"So Fall of Oriath content will be entering beta later this year, probably late April - early May, and our intention is to try to release the Fall of Oriath around June, now this may change of course so we are not giving any specifics dates, but we just wanted to mention that there are still a few months before the players get to play this. Now, in the meantime..."
Yep, you probably already called it:
"We have a new Challenge League: Legacy League. It's coming out in a few weeks (March 3). Is a League for people to enjoy while waiting for the beta or for the full release of Fall of Oriath."
"
Gotta build up the hype"
"Yes! Exactly. So legacy is interesting for a couple of reasons. Basically, there are seventeen leagues that used to run in PoE, and in this league you can find items that represent these leagues and you can combine them together to have up to three different leagues running at the same time. So if you like Breach, Talisman and Perandus, you can have them running in your character simultaneously. And as you find these items you can trade them with other players and have special versions of the league, like a breach mod that make several breaches to spawn in the same area. "
When he said that, my instant thought was "Well, goodbye FPS".
"In addition, the old unique items that used to drop in those leagues are available again in the legacy version of those leagues. So is a new challenge for players to find these old items that haven't been available for a while."
"
Can you elaborate a little? These items... how do you combine them? Is there an NPC who helps you?"
"You find Leaguestones, which are items that represent one of the seventeen old leagues. There's a special new UI screen where you can equip up to three leaguestones (one slot unlocks per difficulty level). They last a few areas each so you need to keep finding more."
And that was the end of the previewing, but I still came up with some questions later one which I thought were a nice way to end this article... I mean, collect important information:
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Will there be any significant change to the passive skill tree?"
"There are some changes in 2.6.0 that make the tree better for existing players. We may make further changes in 3.0.0 (The Fall of Oriath) but that hasn't been decided yet."
"
Cloak's physics, new spells visuals... yet PoE is a game that is slowly but inexorably getting outdated by the new graphic engines. What could we expect in the future of PoE?" "We have a team working on keeping things up to date. While our new assets and systems are cutting-edge 2017-quality, they're also working on replacing our oldest assets. By now, a large portion of Act One has been replaced with much newer art. Various NPCs that were previously made eight years ago are also being replaced. We expect this replacement cycle to continue."
"
What can you comment about music/visuals... in the new expansion?"
"The music and visuals are the best we've ever made. From the custom soundtrack to the beautiful new environments of Oriath, we're incredibly proud of what our team have created. I think that our players will really enjoy seeing (and hearing) what this expansion has to offer."
"
Have you read some of the "Predictions" that are circling around reddit and the forums? If so, what can you comment on them?"
"They're fascinating! There are some very close guesses, so I'm sure some people will be patting themselves on the back when the real news is announced. We try to place small clues in various places, so a few of the good guesses are quite well informed."
"
Which parts do you think were the hardest to decide on when devising the new expansion?"
"This is an expansion that came together very easily. There was so much canvas to fill that everyone's ideas managed to find a place. The hardest part was sorting out subtle detail regarding how things like the bandit quests work with the second and third difficulty levels removed."
AND that's it. I hope you enjoyed the article, in which case I encourage you to click the like button down here. Also, please don't hesitate to leave a comment if you have anything to add or say about
Fall of Oriath.
PEACE.
Twitter: @DezartVanheart