![]() ![]() You are a passenger on IFS Zephyr, an experimental dirigible that is shot down on its maiden voyage by a pair of orcs in fighter planes. The premise of Arcanum, at least at first, is both very simple and universally compelling. Unlike Fallout’s elegantly simple character system, Arcanum presents you with an awful lot of data to remember. A window that pops up during installation recommends that you take a look at the manual, and you’ll probably want to go even further and read it all the way through, perhaps more than once, before you fire up the game. The game gives you almost too many choices right out of the gate, in fact, and that may sour some players on the whole experience before they even get started. The game subtly acknowledges your choices people will call you either sir or madam, or elves will react to a dwarven character differently than they will to a human character. Perhaps you are more in the mood to play the mad scientist? You can be that too. Or a spoiled rich kid with an unhealthy interest in firearms? Again, a definite possibility. Want to play a cursed wizard who sold his soul to the Darker Powers in exchange for arcane secrets? Arcanum has you covered. It’s all the more impressive that the more time you devote to the game, the more time you will be willing to surrender.ĭecisions are an integral part of the experience from the very beginning, with an intricately detailed and somewhat intimidating system of character creation. ![]() Arcanum is a slowly seductive game, a deep and demanding affair with a steep learning curve and a voracious appetite for your spare time. What if a somewhat conventional fantasy world – replete with elves, orcs, and magic – was given a steampunk makeover? That’s the fundamental question that lies at the heart of Arcanum: Of Steamworks and Magick Obscura, and by the time the game is over you will become genuinely interested in uncovering the answer. ![]()
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