Nox Archaist
Nox Archaist (no relation to Nox) has come up several times before on this site as it was a Kickstarter that I supported. As part of the project, they asked contributors to submit artworks for the game’s manual and several of my images were used in the finished book. You can see some of that art here and here and I will probably post more drawings in the future.
The game doesn’t just look like an old Apple ][ RPG, it is an actual Apple ][ game playable on real hardware. A custom version of the MicroM8 emulator is also included for playing the game on a PC or Mac. For the most part I used AppleWin as it is much easier to switch between system speeds.
Nox Archaist’s design is mostly inspired by Ultima (featuring an important cameo from Lord British), but makes several advancements in terms of interface and gameplay. This is especially evident in the inventory/stats management screens and the large, animation-filled tiled maps. The dialogs retain the excellent parser-based system with highlighted keywords alá Ultima VI. Note taking is still essential, but there is a simple quest log to keep you on track. Many NPC interactions feature lovely character portraits and there is a bit of Mockingboard music that plays as you enter new locales. It still feels like an Ultima game enough to make me almost forget just how tedious those old games were. I’m am thankful I didn’t have to avoid being poisoned every three seconds, manage stores of food, or endlessly mix spell reagents.
Even beyond the nostalgia, I enjoyed the game quite a bit. The combination of the dialogue system and the need for careful note taking helped me to immerse myself into the story and the world. I even kept a journal of my progress from session to session. Conversations and in-game books always lead to more exploration and more areas of the world opening up.
The other half of the game is combat and leveling up your party. This can get to be a little grind-y at time. You will find yourself being slaughtered without much warning and it’s at those points that I would switch to grind mode in order to make progress. That’s when it helps to throttle the emulator to full speed and just blast through minor enemies collecting XP and gold. Then parts of the map that seemed impossible all the sudden are a piece of cake. It didn’t really pay off to try and build well-balanced characters. Just dump all your points into the relevant stat for your class and don’t think much about it. Other character traits are skill-based meaning, for example, the more you pick locks the better at picking locks you become. Over time, the characters begin to excel at the play style you push on them.
With the grinding and limited resources the game can feel a bit repetitive at times. Usually, just when I thought it was a bit much, a new means of travel would be discovered and/or a new area would open up piquing my interest once again. Overall, I enjoyed Nox Archaist and was glad to have played a miniscule part in its creation. I’m hopeful that something may grow out of this project to see more tile-based RPG games of this style released. I would love to have a game like this with an integrated noted taking and map making system built in (like a Steam overlay).