According to legend, a race of elder gods called Titans once ruled the world. Uranus, the deity of the sky, was their first ruler. He was the son of the earth mother, Gaea, and later became her husband. The pair produced many offspring, one of whom, Cronus, eventually overthrew his father. He married Rhea, and seeking to avoid the same fate as his sire, took to eating their children. However, this did not please his mate, who tricked him into eating a rock instead of their son, Zeus. This event proved fateful since the latter, after reaching adulthood, led a rebellion that resulted in the Olympians ascending to power. Most Titans fought with Cronus, and were duly punished. Atlas, who led them in battle, was made to carry the world. Most others were exiled to Tartarus, beneath even the underworld.
In Iron Lore's Titan Quest, these powerful beings have escaped from their gloomy prison. Back on the surface, they are wreaking havoc, and the ancient conflict has been renewed. Perhaps ironically, the struggle between the old and new gods will be decided by mere humans, albeit champions in their own right, who must undertake a series of quests to discover the secrets that will return the insurgents to captivity. These tasks will take the players to such famed locations as the Parthenon, the labyrinth at Knossos, the Great Pyramids and the Hanging Gardens of Babylon, where they will have to face and defeat an assortment of foes that will include various creatures of myth. To learn more about the title, which is slated for 2006, we consulted Brian Sullivan, who is the studio's President and the action RPG's Lead Designer, and Lead Content Designer Tom Potter
Includes four exclusive screenshots
Jonric: What kind of RPG is Titan Quest, and what distinguishes it from other titles in the genre? What kind of gamer is likely to find it most appealing?
Brian Sullivan:
there is something hugely entertaining about making some mountains, adding some grass, some tents, monsters... and before you know it, you've spent two hours on a level tweaking it to perfection.Anyone who likes a good PC game, especially an RPG, will like Titan Quest. Even though we built a lot of depth into character development and other parts of the game, we made it incredibly accessible, so even casual gamers will want to give it a try. And ultimately, Titan Quest is following in the footsteps of the Diablo games, which really popularized the category and defined many of its basic tenets, so we expect many Diablo fans will especially like it.
Jonric: When is it shipping? Why did your original date change, and what did the additional time allow you to do?
Brian Sullivan:
Jonric: What's your perception of the current level of anticipation for the game, and how has it built up to where it is now?
Brian Sullivan:
Many game forums have been talking about Titan Quest and the demo - in fact, I was just on one of the forums where one thread on cool things in the demo had over 3000 posts! We also have recently started advertising Titan Quest in trade publications and online, so the buzz is starting to get deafening!
Jonric: How much of Titan Quest does the demo include? Does it give a good indication of the play, and what key elements are not in it?
Brian Sullivan:
I think the demo is a good indication of the type of game Titan Quest is and how awesome the graphics are, but of course, it only gets better in the real game with more and higher level skills and equipment, more environments to explore, and of course multiplayer. We will also be shipping a great editor with the full game that is not included in the demo.
Jonric: Since you brought up the editor, which is an interesting feature that may not have gotten all that much attention, what would you like our readers to know about it?
Tom Potter:
I think this is one of the huge advantages of our toolset. If you have an idea, you can create and test it quickly. And the most important thing is that it is actually fun to use the editor. Even if you never play the level you've created, there is something hugely entertaining about making some mountains, adding some grass, some tents, monsters... and before you know it, you've spent two hours on a level tweaking it to perfection.
12:00 am PDT June 12, 2006