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How did we all hear that? Easily, by the number of copies grabbed up and off the shelves of the one game to promise it to you once again. Really the first game to sell like seriously tasty hot-cakes. What day are you on? Where is that blasted magic ring?

I just found Volo, damn that Captain. I just got to Cloakwood!!! Talk about community addiction, no one could stop playing. Is it worthy? Hell yes, how can the whole world be wrong!? My kingdom for Multiplayer! Single-player mode allows you to play through the story with one character which you create at the beginning. Your character may then form a party by including NPCs found in the game or just go it alone.

Yes, the game is even solvable with a single character, but so far or as far as I know only by one particular class. In general, players will instead group with mages, thieves, clerics or whoever else turns their fancy.

Each NPC has their own personality, while one may be sniveling and insecure, the other might be half-crazed. Single-player mode does have its charms. Creating your character in the traditional way by choosing race, class dual and multi-classes available , gender, abilities, alignment, proficiencies and spells to start with.

You must also select your name and portrait, and your icon appearance and roll for your stats. Bioware have done an excellent job of this, and it may come as a shock to those less familiar with the rules, since progression is slower and more subtle than in other computer games which are loosely related, such as Daggerfall where progression was quite easy.

Once character generation is complete, you begin your story in the town of Candlekeep. In Candlekeep, you learn that you are the ward of Gorion, that you know nothing about your past, and that your peaceful life in Candlekeep, where books are a ticket into the gates, is threatened by some mysterious danger.

That is, you eventually progress toward solving the mysteries behind the danger threatening you. There are however, numerous side quests to follow, items to search for and monsters to destroy. Each area is a large 2D map which you can either spend time clearing or move directly through to get to your next destination. A large overview map is used to select the area you want to go to, and time is added such as 4 days to the overall game when you move from one city to the next. Sometimes you may be waylaid by monsters or bandits, and this might occur at a map which you normally cannot select.

Communication with characters is the main source of information and story progression. You often can choose a way to role-play through talking to NPCs and it may even affect your reputation. When playing single-player mode, it can be difficult in beginning to sort out a party. You are presented with NPCs of various alignments and skills and must compile a group that will live literally.

Ed with each other. Since there are not so many in the beginning it can be tough going, especially if you are a mage generally weak and cannot wear armor and really need those extra members to survive. If the NPCs do not get along, eventually they will leave or attack you. Even still, I managed to keep good, neutral and evil aligned characters together by playing a lawful evil character and travelling both by day some of the time and by night the rest.

They bitched and moaned and were nasty to each other, but with a medium reputation of 10 it seemed to work. This is one of the drawbacks of single-player mode however, you really are stuck with whoever you find, rather than creating your own party.

In some sense though, this was humorous because they behaved in ways which were totally unexpected and added to the sense of being on a journey. At the same time, it meant that they were not my ideal type of group. They stayed grouped from the woods to The Friendly Arm. Then, after grouping with the two friends of Gorion in the Arm, we went upstairs and I let the evil thief try to steal first from a chest, he was unsuccessful with lock picking, then attempt a pick-pocket from a noble.

Well, the noble caught him and a fight ensued…the characters started shooting arrows at all the nobles. After firing arrows and killing the nobles the characters all started talking. The good chars said, ‘I dont think I like how this group is being run! Anyway, more than half were pissed off and wanted to break group. Worse yet, since Rangers are meant to be doers of good deeds, immediately the reputation changed and my character lost her Ranger status.

So, role-playing with NPCs really works. As you travel, you enter taverns, private houses, farms, woods and meadows. These rooms and outdoor areas are beautifully rendered and are the most unusual to date, absolutely fascinating. Looking sketched or painted, these maps have shadows which change over time, and eventually become dark as day turns to night. Rain or light snow falls and crystal clear rivers are filled with small stones and approachable islands.

Your characters move with distinct behaviours and certain terrains, such as mountains and cliffs, are impassable. Actually this provided some problems with path-finding, which has recently been addressed in a beta patch. Both interior and outdoor scenes are augmented by excellent sounds of people moving, shouting, doors opening and closing or birds and animals moving about.

Critical hits and misses are decided by the attack roll, 20 or 1, respectively. Strength, dexterity, modifiers and weapons all affect attacks. Casting is treated in a similar way, although spells must be previously memorized rather than being based on the mana of the caster and can be disrupted in combat if the caster is hit. I initially started out with autopause and then switched to space-bar.

The reason is that combat is too difficult to control real-time. Firstly, although you control each of the NPCs as well as your character, to play without pause requires using the A. The problem I had with scripts was that they did not control the characters well enough.

I often found my mad necromancer in the middle of combat, after he had fired off all of his spells using his piercing weapon. Meanwhile, the warriors ran off, chasing their fleeing opponents, only to run into a nest of new monsters. This led to the group breaking up, and often added too many enemies to the battle at once. Therefore in single-player mode, I resorted to pause and handled all of the combat on my own.

Grouping archers and mages to the back, warriors and thieves at the front. Handling each fired spell, and every attack. Archery was a wonderful tool, and one of my main combat methods. But another problem I had was that archers, when in heavy combat against a large number of monsters, would use up the 3×20 arrows in quivers and then require changes. In single-player going to the inventory window of the interface immediately causes the real-time combat to begin again a choice Bioware made in order to simulate a change of weapon in combat and thus things were running in the background behind the inventory screen which I could not see while I clumsily made the change to add arrows.

This means that you can continue fighting all day, not that realistic and one of the niggles. On the other hand, Bioware have provided some excellent options settings to ease the difficulty of real-time combat. Almost every spell and action can be mapped to keys using a convenient set of configuration windows so customizing your combat is not uncomfortable. By sticking it out through the first stages, I learned the interface and created my own ways to deal with situations and my NPCs.

As the story progressed, and the more involved I became, then the more trouble I had giving up characters that I had gotten used to for new members that came along.

It was about noon when my companions and I set up camp in the Cloakwood Forest, giving me my first opportunity to update my journal since leaving Beregost. Strange monsters and human bandits beset the road to this beautiful place and my companions and I are weary from the seemingly endless battles. It is a rare pleasure to be able to stop and enjoy the beauty of nature. I have to admit that I would have never dreamed myself living this type of life.

How could I have predicted it when I was growing up amongst the serenity of the books at Candlekeep? Gorion believed too fervently in the need for the powers of good to prevail, but he was a caring and generous man. Why he or I would have enemies this powerful is a mystery to me. Well, at least I have the comfort of my friends who I have grown up with and trust completely.

It would have been much harder had I needed to rely on the strangers I have met in my journeys. Something out there is tipping the balance of power to the side of evil. I understand the need for evil in this world, but this lack of balance is forcing me to have to tip the scales back through good deeds and heroic actions.

To be honest, though, I would much rather stay here with my fellow druids in Cloakwood. It would be wonderful to disappear into these woods and not return to the mess that is human civilization, but I feel something stronger calling me. Perhaps I will learn more when I find that mine and talk to whoever is in charge there.

This game was so big it took two of us to review it – Karen focused on playing the game through in single player mode, and I played the multiplayer mode with my husband over my home LAN.

Interestingly enough, Karen and I had two different experiences playing the game although we both shared the same addiction to it.

Creating six custom characters definitely has its merits, such as being able to create the exact type of characters you want rather than hoping the game will supply them for you. However, doing so prevents the player from seeing the interactions that take place between the NPCs in your party and other characters in the game world.

These custom created characters are not as likely to break and attack the party for acting outside of their alignment as NPCs are. Granted, he left the Paladin in the living room while the Thief roamed the house and stole things – but I still would think that a character with a lawful good alignment would have a problem breaking into houses. Nor would a Paladin really be able to tolerate being grouped with an evil character in the first place. These differences aside, the story line and subquest structure of both single player and multiplayer is exactly the same.

Multiplayer mode allows far greater control over the characters, which is why many players chose to play the game in this mode instead of single player. Each player in the game session controls a certain number of characters, and to make up for the fact that there can be up to six people playing the game at once, the game does allow you to enter the Inventory screen while paused. This complete control over the characters meant that I never had to worry about auto-pausing the game in battles as Karen did to ensure my characters were doing the right things.

I never ran out of arrows, potions, or anything else. However, I did notice that the character scripts still had an effect if you chose to set them; when I set my fighter to aggressive I had a much harder time controlling him, as he tended to run and attack anything the instant it turned into an enemy. Unfortunately, this meant that if I accidentally made townspeople angry he would generally kill them before I had even realized what happened – but this was easily fixed by turning off the scripts.

It is very easy to set up a multiplayer game, and just as easy to join one in progress over the Internet or LAN.

Each game can be protected using a password to keep unwanted players from joining. The leader has the power to kick other players from the multiplayer session instantly or decide, using the Character Arbitration screen, which player controls which character s. Because of the fluidity of multiplayer game play, characters can be added, deleted, or reassigned during game play on the fly.

At any point during the game, the leader can completely change the dynamics of the party, deleting all the old characters and creating completely new ones if he so desires – although any party manipulations mid-game like this drop the party reputation back to 10 or The leader also dictates how player import works.

One can choose to import a character into a game with all experience and items, with experience only, or at with no items or experience. The fact that characters can be imported and exported with full items at any point in the game helps protect players against player killing – the leader can either revert back to a saved game or you can just import your character back in. I managed to clone in five copies of my fighter for an extremely tough battle.

By cloning the fighter, I not only duplicated him but also any items the he was holding when I exported him. The game is designed to run in asynchronous mode, which means that not all computers will show the exact same events on the screen. While this is good in terms of latency issues, it is a little disconcerting during the gameplay.

There were many times either my characters or his got killed because of this; to him it looked like the monsters were across the screen, or not there at all, when in reality they were right in the middle of the party. We even had a couple instances where his characters appeared in impossible places, such as trapped behind walls, when the computers would readjust what was on both our screens. The interface is one that takes a lot of time to get used to and has a high initial learning curve.

Because of these icons, I had to keep the manual handy to keep track of all the different icons and options throughout the game. In general, the icons along the side are the game management icons, allowing the player access to the character screens, inventories, map, journal, and game options. The character portraits are along the opposite side. Players can chat amongst themselves using the dialog box, which can be expanded to be bigger or smaller, depending on the amount of conversation occurring.

Game text, battle statistics, and conversation with NPCs also appears in this box. The icons at the bottom for quick items, weapons, and abilities can be confusing at first, as the icons that appear differ depending on the character type.

For instance, the screenshot above is taken with my druid character highlighted, so her bar contains spells, items, and two weapons. For the most part, the game does an excellent job of providing alternate ways to know icons aside from digging out the manual or quick reference guide. Either a mouse click or leaving the mouse over an icon brings up descriptive text about the icon, spell, ability, or item. I did not have to keep manual notes at all, which is a first.

A game this large and with so much to learn in order to play it needs a manual that is equally as large, and the one that ships with the game is the size of a short novel – pages of very important information. I must have read through it about three times! I always had it on hand when I played the game, and I found myself referring to it quite often. Also check out: Pokemon — Fire Red Version. Your email address will not be published. Save my name, email, and website in this browser for the next time I comment.

Connect with us. Related Topics:. However, with advanced algorithms and engines, 3D videos can be edited to another level. Adobe has brought Lumetri Deep Color Engine. This is an excellent engine with rich preset color. Basically, the engine provides a number of colors with Deep Color Engine. Not only there is a wheel with fixed colors but there is also an Adobe SpeedGrade feature.

Lumetri Scope Enhancement tool is one of the most important tools used for color correction. This tool even gives you the option to edit 8bit display quality videos. Adding brightness, turning back to normal, dim the light such effect can be easily done.

SpeedGrade feature works like the gradient tool in Adobe Photoshop. If the primary color on your video is not what you are asking for then HSL Secondary will help you for sure. HSL Secondary will help you to do the correction of the primary color. Not going out of Lumetri Panel, there are also options for Lumetri color effects too.

Reverse Gear Control helps to move back to earlier steps of projects. Basically, it is used as a backward tool to move to the point you need.

Morph cut transition is a completely new feature. It is used to smoothly jump the cuts or combine two different cuts without any problem. It also allows you to export and publish your work. Because this program is based on the timeline principle, video making has become incredibly straightforward. It also boasts the most up-to-date GPU technology, which allows you to see the results without having to render the videos first, resulting in a faster workflow.

It will make it simple to import and modify digitally recorded videos while obviating the need for time-consuming transcoding. Audio keyframing, stereoscopic 3D editing, auto color adjustment, clip and timeline effects, and audio keyframing are all supported. Overall, Adobe Premiere Pro CC Portable is an outstanding product that can be used to capture and edit video footage.

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