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Here I talk about the mechanics of Descension in a little more detail and how they are going to blend in with each other.

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Decension strives to be a game of choices. Choices with consequences, and a continuity of experience. This means that your game save does not allow you to backtrack without starting a completely new character, but it also means there is no such thing as game-over. How can we try such an innovative feature and break the standard mould so completely? With difficulty. The short answer is that we have made it so that while in most combat situations you can die, dying is not the end. We have tied this directly into the storyline, and given it a plausible background. This feature was not thrown in as an afterthought, and it integrates well with the lore and universe of Descension. We hope it provides a unique twist to the standard formula.
Another compelling feature of Descension is our choice to create a fluid RPG class system enabling the player to choose amongst a variety of skills and abilities and mix and match to their hearts content. While these skills fall under the typical Gameplay Archetypes of Soldier, Mage, and Assassin, what makes our design unique is our variations on these standard classes. So for example, while we do have a Mage, unlike typical mages he is a brawler and Melee strong class, preferring the in close attacks over ranged abilities.


Sounds cool!

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indefiance11 Author

Thanks man :-)

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