Elex

+
Model sheet for production:



Early artwork:



The Berserkers turned away from modern technique and established a new home in the woods of Edan. They create sturdy suits of armor, that resist the dangerous forests and they learned how to change Elex into Mana to work powerful Magic, without hazarding the heavy side effects of pure Elex.

High poly mesh:



Status quo of the character in the game:



The Berserkers are close to nature and try to revegetate and resurrect the barren and Elex-contaminated land of Magalan. Their warriors are strong and smart enemies, who can even enchant their weapons with mighty spells.
facebook.com/elexgame
 
Anybody have an idea how long this has been in development? Or when they'll show more gameplay?
 
Last edited:
+2 years, give or take.
Targeted release date still is sometime Q4 this year, last I heard.

elexgame.com is supposed to relaunch 'in a few days', so maybe we get some proper gameplay footage around then as well?
Gamescom, I imagine, is a safe bet. E3 too, maybe?
 



Science-Fantasy

Advanced in technology, civilized and with a population of billions, Magalan was a planet looking to the future. Then the meteor hit.

Those who survived are now trapped in a battle to survive, a struggle to decide the fate of a planet. At the center of this fight is the element „Elex”. A precious, limited resource that arrived with the meteor, Elex can power machines, open the door to magic, or re-sculpt life into new, different forms.

But which of these choices should be the future of Magalan? Can technology, or magic save this world? Or will this new power destroy all those left alive amongst the ruins?


The Berserkers in Edan

Wiping the planet clean, the meteor has given the people of Magalan a chance. The world can be regrown again...

More...

The Albs in Xacor

Where the meteor destroyed, it also gave the people of Magalan their future – Elex. Harnessing its power for technology...

More...

The Clerics in Ignadon

The site of the meteor’s impact, Ignadon is riven by constant volcanic activity. Thought to be devoid of life, Ignadon...

More...

The Outlaws in Tavar

A rocky, desert wasteland, Tavar is home to the Outlaws. Scavenging the ruins for weapons and equipment, the Outlaws will...

More...


The Game


An action, role-playing open world game for PC and Consoles, Elex is developed by Piranha Bytes, creators of the award winning Gothic series and is set in a brand new, post-apocalyptic, Science-Fantasy universe where magic meets mechs.


Exploration



Thanks to the open world, you have access to all five regions of the game world right from the very start. Go where you want, choose your battles and your allies, the only thing in the world that will stop you, are the mutant creatures that live in Magalan’s Elex polluted landscapes. Walk, run, or punch your jetpack into action, if you can see it, you can reach it. Open world role-playing has never been more open.

Combat



From swords and axes, to bows, crossbows and harpoons, Elex offers one of the widest selection of weaponry in the history of role-playing. Pick up a shotgun, power up a plasma rifle or unleash a flame thrower – there’s a weapon and combat style for every fighter out there. Be it a hammer, a rocket launcher or the power of magic, Elex balances science, fantasy and brute force to let you choose the combat style that fits your role best!

Role-Playing



Find a companion, choose a faction and influence the world. In Elex there is no traditional class system. Instead you must earn the trust of experienced teachers to develop the skills you select. But, skills alone won’t be enough to survive in this harsh and challenging world. Your attitude towards the people you meet will influence those around you. Will you make an ally or an enemy? Is now the time to show emotion or take the course of logic? Every choice will forge the future of your game.

Story



Being raised as an Alb and fed pure Elex to strengthen your body and to be free from emotion, you lived in a world of cold logic and military discipline. Set to rise through the ranks, a scourge to your enemies, your destiny seemed sure. Now, as the smoke rises over the wreckage of your glider in the mountains of Edan, you are trapped far from Xacor. With no access to pure Elex, you are experiencing emotions for the first time in your life. Stranded amongst your enemies, outcast from your people, you must find a new course, you must decide how your life can decide the fate of the world.
elexgame.com
 
Elex Hands-on – the most ambitious game from creators of Gothic and Risen

Elex, the new game from Piranha Bytes, combines elements of Gothic with a completely new universe. We’ve had the opportunity to see and try out the game for ourselves.


Among certain circles of gamers, Piranha Bytes is a revered studio. When I was invited for a preview of their upcoming title, Elex, I was really excited; you don’t get the chance to speak with the creators of Gothic everyday. There wasn’t a lot of time to recollect the adventures in Khorinis and Mhyrtana though, because Björn and Jennifer Pankratz – a married couple of game developers – had a lot to say, and a lot to show. I even had a brief opportunity to grab the gamepad myself and see how does, among others, the combat system feel in Elex. It gave me a taste of the most ambitious project by Piranha to date – at least on paper. But what is Elex actually? It’s an entirely new universe, with dozens of new ideas, but does it mean that this is a new franchise first, and a Piranha Bytes’ game second? Absolutely not. The developers are still sailing on familiar waters, and the heritage of their previous games is very much alive.

Small studio, big games. Piranha Bytes is quite an unusual studio, considering modern trends in the industry – mainly because of the relatively small team. There are about 30 people in the German HQ working on Elex, a vast and complex game. Some work is of course being outsourced, but the main elements such as engine or story are being developed in-house. And it turns out the studio doesn’t want to change that anytime soon: “As long as people like our games, our spirit, and our freedom of creation, we’re not going to change our ways”, explained Björn Pankratz.



A man with a name and a past

Elex is a kind of a ‘reboot’ for Piranha Bytes, an attempt to invent a post-Gothic story from scratch – at least that’s what I concluded from what Björn Pankratz said during the presentation. In order to ensure sufficient extent of creative liberty, the German studio has created a new universe, where anything is possible. Events in Elex take place on a planet called Magalan – which is pretty much what you can get if you blend post-apocalypse with sci-fi and fantasy. In that world, the human civilization has been nearly wiped out after the impact of a huge meteorite. This meteorite brought a mysterious new element – elex. As you can guess, its properties are much more unusual than those of, let’s say helium; it can be used to improve weapons, advance technology, and do both to human beings. On the ruins of the old civilization, new empires emerge, including the one of the Albs. It’s a paramilitary organization, with headquarters in Xacor mountains, which – as a result of elex addiction – has lost all of its humanity and its actions are now based only on cold calculations. Its ultimate goal is to subdue the whole humanity and create a new, perfect world. The means of achieving this are obviously based on elex technology and weapons. The Albs will be the most powerful faction in the game, as well as the protagonist’s main enemy.

In Elex, the hero is no longer nameless (same as in Risen 3, by the way). In the new game, we’ll play as a former member of Albs, betrayed by his own people. When he wakes up after the crash of his fighter jet, he finds himself in a camp of Berserkers – Albs’ sworn enemies. Because he won’t be able to use elex for a long period of time, he will recover much of his human nature. The hero not only has his own background story, it will be a story strongly tied to the main plot of the game – the task is to get into the base of the heartless organization in order to learn the reason for the betrayal. Before that, the player will encounter a handful of other tribes struggling to survive under the regime of Albs, and will get involved into a tight network of intrigues. The main elements of the game are exploration, combat, decision making and questing – all of this should suffice for a couple dozen of hours of gameplay. What’s more important, though, is that in each of these elements, the players should have a lot of freedom.

Overdosing elex degrades human body and leads to transformation into a numb, emotionless being, or even a mad mutant. Such beasts can be encountered during the game, but the protagonist is unlikely to share their fate – it’s a long process, but should it eventually happen, it would mean the end of the game, as the developers themselves admitted. However, a certain degree of the element’s influence will be visible on the main character.

As the developers explained, the protagonist wasn’t just some regular grunt in the ranks of Albs. He was a high-ranked general. Of course, he cannot reveal this fact to anyone, since it would bring a certain, and possibly gruesome, death upon him. This, however, serves to build the whole intrigue of this game: why would Albs want to get rid of one of their experienced commanders? And will he even come back to them, after learning the other tribes’ outlooks? According to Pankratz, making such decisions in this game will not be a matter of choosing between good and evil, but between nature and technology, answering questions about the disposition of mankind somewhere in between. At the same time, we were assured that the humor typical for Piranha’s games won’t disappear, and there will also be some more light-hearted themes as well.



Three factions are too few

Piranha Bytes games are known for their distinctive factions that the player can join; the decision is most often ideological. It will be similar this time, since each of the groups we encounter will obey a totally different set of rules. The devs revealed that although there will be a lot of different sides of the conflict, ultimately, Elex uses the classic division into three factions which we can join. The abovementioned Albs are the villains of this story, and while the players will get to know a lot about them, they will not be allowed to side with this faction (although we think that one of the endings can be somehow connected to this thread). There is, however, nothing that can stop us from learning the ways and philosophies of the Outcasts, Berserkers or Clerics and joining one of those groups. The devs say they want to make sure the players will get to know the factions well before they decide which side to take. The point at which the decision has to be made comes after completing all the quests for the three groups, about ten hours into the game. With this decision begins another chapter of the story, where the events will quickly pick up the pace.



The main difference between the factions is mostly their attitude towards elex. The Clerics, for example, think that it’s the evil in the purest form and want to completely abolish its usage by humans. To achieve that goal, the technologically advanced group builds machines and plasma weapons based on the mysterious substance. Berserkers are the main enemies of Albs – they oppose technology in any form and refrain entirely from taking elex. They are, however, able to transform elex into mana, which gives them access to magic. The last of the playable factions, the Outcasts, are the most “post-apocalyptic” tribe, somewhat inspired by Mad Max. They exist far from the civilized world and take elex in all kinds of forms, which makes them pretty powerful but is deteriorating their bodies at the same time. Each of these groups will have its own motivations and goals, which can lead to a couple of different endings. The quest system is said to be the most complex in the studio’s history, so the plot ought to be pretty interesting. Members of Piranha also mentioned that the players will be able to witness the consequences of their choices, since after finishing the game, they will still be allowed to roam the world of Elex.

Another important factor influencing the decision of ‘who to join’ is what the factions have to offer. The Berserkers will provide access to magic and non-technological weapons – the most powerful swords and axes belong to them. The Clerics also have some magical abilities, but they’re mostly about advanced plasma weapons and different machines (riding a mech is unfortunately impossible). The Outcasts will specialize in more improvised equipment, such as flamethrowers, and of course elex-based drugs increasing their power. Pankratz pointed out that access to weapons and tools won’t be strictly limited, because the game promotes freedom. On the other hand, each faction will have their own teachers who can turn ability points into real skills. Equally important is the fact that in each of those groups, the players will encounter interesting characters, some of whom will be able to accompany the protagonist. Some threads of the story, uncovered through special missions, will include those NPCs. Players can only have one companion (man or machine), but sometimes additional characters will join (mainly in case of some specific challenges).



Exploration on jet

The main difference between Elex and other Piranha’s games will be the freedom of exploration. “That’s nothing new”, you might want to say. True, but what I have in mind is the freedom of movement given to the protagonist. His basic equipment includes a jetpack, which will make exploration much easier. The players will still have to travel to certain places on foot – for example, getting on top of a mountain requires some hiking – the way down, however, will be much easier. But don’t get any ideas; that jetpack isn’t going to be a counterpart of mechs from Xenoblade Chronicles X, which allowed us basically free flight. In Elex, the engines will have their work capacity, so they have to be cooled down sometimes. It’s possible that there are going to be some upgrades of the jetpack available – one of the devs told us that people ask about this a lot, so maybe we’re onto something.



According to Piranha Bytes, the world of Elex will be the biggest world ever created by the studio – and it was made possible by the implementation of the said jetpack. Improved mobility of the protagonist allowed much more vast areas to be utilized, so get ready for some serious walking (or flying/gliding). Considering the studio’s previous games, it’s great news, because they sometimes had pretty claustrophobic moments. And then, it’s clear that Piranha doesn’t just want a big world – they want a big world full of stuff. The short fragments that we’ve seen suggest that the game is full of enemies, various challenges and interesting locations. We already know that there’s going to be a couple of different settlements and many smaller outposts of different factions. Bigger, denser, more interesting – those are the devs’ promises about the world. The fragment that we’ve seen was really cool, and the authors supposedly have numerous other interesting places to show. Let’s just say that there were some snowy mountains off in the distance and that one of the factions supposedly lives in a desolate wasteland-like region. There were also some mentions of swamps, forests, etc. – we’re rather unlikely to be disappointed by in-game diversity.

At this point, we should mention a couple of elements that the creators would like to emphasize. First, there won’t be any level scaling – if the player encounters a powerful robot early in the game, he will be torn apart. The logic and the realism of this universe demands it. Another thing is the fact that there will be an increased number of narration devices alternative to typical conversations with NPCs. In short, players will encounter more audio logs, scribbled notes, or elements of the so-called narration through environment. Stay calm, though; Elex won’t become another Dear Esther, and the authors promise they will use such elements wisely. During the preview, we’ve seen an example of this: the protagonist reaches a small Clerics’ outpost, where a mysterious massacre occurred. Simply by thoroughly raking the area full of chaotically scattered bodies, the player can learn all about what has happened there. Another thing is that, thanks to new technology, the devs managed to eliminate unnecessary loading screens – the locations don’t have to “catch-up” with the player anymore. Piranha Bytes have also assured us that the game won’t be short on various dungeons, mines, caves and other such unpleasant places. But, most likely, they won’t be extremely huge.

Swords, flamethrowers, plasma guns and mechs

The most interesting part of Elex is the eclecticism – also in the combat system. This diversity is pretty astonishing: we have classic swordplay, technology, and magic, and each of them is somewhat boosted by elex. Piranha still depends mostly on fights between small groups of warriors or monsters, or just simple duels. But contrary to previous games, we will now be able to use plasma guns and flamethrowers in addition to spells. It’s all complemented by classic types of melee weapons, which can be further upgraded via a separate system. Even basic swords are supposed to offer a wide array of combat moves – depending on their type and power they will enable powerful attacks, various blocks, and dodges. There will also be riposte mechanics. We haven’t actually been able to see the magic in action, but the developers said that the game will include typical defensive and offensive spells. And they can be used in different combinations: some can be assigned to the right hand, others to the left. The bottom line is that there are going to be tons of ways to surprise the enemies with swords, plasma, or an elex spell.



After the main presentation we were allowed to visit a fragment of the world and blow off some steam on a couple of enemies – mutated jackals, some humans, and mechs. The small predators were quick and agile, humans used a variety of tactics, and mechs did what mechs do – fired a hail of bullets and used jet engines. During its most powerful attack, the steel beast would launch itself a couple meters into the air and then come crashing down on the protagonist. His own jetpack can be used in the same way – at least in theory; during the presentation the animations and controls were incomplete, so the task wasn’t very easy. In combat, the most important indicators are stamina and combo bars. Every move – dodge, attack, or block – requires stamina, which renders the protagonist defenseless if depleted. Many fights are based on this principle, since very often to win, we need to lower the stamina of our enemy, and then crush their defenses. The combo bar I mentioned fills up when the player deals blows rhythmically. After reaching a certain threshold, a special attack can be performed – for example, a massive sword-hit from above the head while landing a jump – with a press of a separate button.



On paper, all this may produce a very solid combat system, but it’s honestly hard to evaluate it yet. If you’ve played any of Piranha games before, you will know that all of them had problems with combat. In most cases the developers managed to achieve decent level of ergonomics, but combat mechanics were never their games’ biggest asset. Playing an early version of Elex was all the more painful in that regard – you could clearly feel that the game still needs a lot of work. Character controls have to be polished if there’s going to be any fun in filling up the combo bar. People from Piranha will probably have to give a second thought to the interface as well; personally, I didn’t like the fact that the combo and stamina bars are in different areas of the screen – the former in bottom-left, the latter in top-left. On the upside of things: the enemies used many different tactics, and we’ve seen them act very differently in combat – if the same effect is achieved in the final build, encounters with hostile creatures will be very interesting. There’s not much we can say about audio and video – these matters also require some more work; we shouldn’t expect a revolution, but then again, a revolution is not what people want from this game.



Gothic is not dead

If I had to summarize my impressions from the meeting with Piranha Bytes, I would say that I saw what I expected to see. True, Piranha did came up with a totally different universe, which will allow them to catch their breath after a good many installments of Gothic and Risen. Now, the swordsmen and mages will be joined by mechs and mutated animals – it’s a very good idea, especially since it opens up many new possibilities for different enemies, creatures, and locations, but also – perhaps mainly – because it allows the devs to ask new questions on philosophy, ideology, and humanity.

At the same time, the connection between Elex, and previous titles by Piranha is very visible: they share the same approach to elements such as character building, construction of the plot, the combat system, and a number of different things. The question about whether you find this appealing is open, and remains for you to answer. I can’t wait to play another “Piranha Bytes production”, hoping that this time the developers from Germany will manage to tie all the loose ends before the game’s release. The productions from this studio have a certain common denominator with the element called elex – they’re addictive. Without the unpleasant consequences of being turned into a mutant, of course.
gamepressure.com
 
ELEX















Description About: ELEX is a handcrafted action role-playing experience from the award-winning creators of the Gothic series, set in a brand new post-apocalyptic Science Fantasy universe that puts players into a huge seamless game world full of original characters, mutated creatures, deep moral choices and powerful action.



In ELEX, you join the war over a powerful resource that gives people great magic-like powers but turns them into indifferent cold creatures. You decide if emotions and humaneness or cold synthetic logic will rule the world of Magalan.

  • Completely seamless Open World experience without borders and loading zones for the ultimate exploration experience
  • Vertical Exploration: Use the jetpack to reach any place in the game world
  • Simulated game world where everything reacts to the players actions and provides for an authentic atmosphere
  • Highly interconnected quest system that support true player choices
  • Tactical and challenging combat system for close and ranged combat
  • Universe set in a post apocalyptic science fantasy universe that combines the most interesting aspects of all genres
gog.com/game/elex
 

cyseal

Guest
Gameplay and combat feels so much uninspiring. This should get a major overhaul.
 
I'm still not sure if it looks somehow immersive and even if the idea of mixing tech and fantasy is great, I'm not sure if they do it well. Looking at older Final Fantasy titles gives me more the feel of a world were tech and magic is merged together and it gives an homogeneous whole, but looking at Elex it feels more like there is a fantasy world with fantasy stuff and there also landed an advanced race also building their tech stuff. It looks to much separated like every faction stands alone.
 
Release: ELEX



Science is NOT compliance.

ELEX is now available DRM-free on GOG.com.

A vast post-apocalyptic RPG, crafted by the creators of Gothic. In a unique world where science clashes with fantasy, control of a mysterious resource, which grants people special powers, is being contested between warring factions. Pick a side and move around the open world with your handy jetpack, fighting terrible creatures and witnessing the land change based on your decisions.

Grab the Digital Extras and delve deeper into this intriguing universe.

gog.com/news/release_elex
 
Can't help but to be pretty much d'accord with Vince D. Weller's (Iron Tower Studio's lead designer on Age of Decadence and the upcoming Colony/Generation Ship cRPG, 'The New World') impressions after 23 hours overdosing on ELEX so far, so I'll just unashamedly repost the whole thing (saving me more time to sink into further exploring the world of Magalan instead):

A long time ago Piranha Bytes released a game called Gothic, featuring a very different approach to game design:

- Instead of starting you off as a mighty Chosen One, you played the role of a convict with a very short life expectancy in a world where nearly every living thing could kill you in two hits
- Factions played a large role in the game, but instead of blessing a local faction with your attention, you had to convince a faction of your choice that you’re worthy and work your way up the ladder
- Somehow PB managed to conjure a living & breathing world which became an instantly recognizable trademark
- The first half of the game (until the faction choice) was amazingly non-linear and full of choices and multiple solutions, which were still a rarity in 2001.

Needless to say the game was very well received by the hardcore crowd and PB spent the next 14 years making all kinds of Gothic and Risen (reskinned Gothic due to losing the license in a publishing deal gone wrong) games, until they decided that they need something new and way cooler than fantasy.

What’s cooler than fantasy, you ask? Elex!

Imagine a world hit by a comet carrying a load of magical ore (all the way from Gothic, I assume). The comet instantly turns it into a post-apocalyptic world increasing the coolness factor by 10 and the magical ore turns the survivors into the following 4 groups:

- Axe-fighting, spell-casting Vikings partying like it’s 800AD
- Tech-worshipping, gun-toting Clerics
- Mad-Maxian Outlaws getting high on their own supply
- Real fucking assholes that nobody likes

On the surface it sounds like an equivalent of a world where ninjas, pirates, and robots are fighting for a rare resource that makes the robots shinier, ninjas faster, and pirates even more awesome, which … is kinda awesome, if you think about it, so I decided to buy me some Elex and see what all the fuss is about.

Part 1 – The World

You play the role of a former member of the asshole army, double-crossed, left for dead, and thirsty for revenge, which is a perfect setup for a PB game, much better than being a generic convict or shipwrecked. In a few quick strokes you gain a backstory, a wide-open goal, and that feeling of being a stranger in a strange land, not to mention that your kind is usually killed on sight. As a bonus, you even look like an asshole so it's very easy to get immersed in this role. You’re stripped of your armor and your abilities (Elex that powered them has worn off days ago) so in a typical PB fashion you start the game weak as a kitten, and should avoid any animal that isn’t marked as 'sick' or a 'runt'. Welcome to the bottom of the food chain.

PB doesn’t deviate from the formula: you make your way through the starting area, meet a friendly guide who tells you the basics and escorts you to the nearby town, showing you what a real fighting man can do by killing everything that comes close. Now you can explore the town (home of the Vikings who call themselves Berserkers for extra badassary) and do some side quests to earn their goodwill or leave and explore the world. No restrictions and no hand-holding. You will die a lot.

It’s a very familiar game but it’s a very good game and PB at their best, so it becomes a very enjoyable ride where every gain (a non-runt creature killed, new pants found, new recipe acquired, new level gained) is a small but meaningful victory in a very cruel and indifferent world.

Skyrim it’s not. Forget about killing dragons. The only bird you can kill at this point is a mutated chicken (which will fuck you up faster than you can say Dovahkiin if you aren't quick enough), so if you like challenging combat and slow progression, this game is for you.

So back to the factions. I’ve played the game for 5 hours so I haven’t seen much but what I’ve seen I liked a LOT. While the factions sound crazy on paper somehow they make sense within the game. The devil is always in the details.

Clearly, the main goal was to let you play any way you want. Who says you can’t bring a sword to a gunfight? Certainly not Warhammer 40,000. Anyway, so PB takes this crazy concept, asks 'but what if it were real, hmm?' and starts fleshing it out with details that make all this craziness fitting and even believable within the context of the gameworld.

Instead of being angry Vikings, the Berserkers become terraformers who ban and destroy all technology they find. Not every citizen of their utopia shares their concerns, so you find people trading tech on the side or questioning their beliefs and leadership. Such details matter and they matter a lot. Before you know you stop seeing generic, out of place Vikings and start seeing an interesting faction that does belong in this literally fantastic world.

In a sense this world is what Bethesda’s Fallout should have been like. You have the remnants of the Old World here and there (ruins, old buildings and power stations) but the world has moved on and no longer dwells in these ruins.

In the next part I will cover the character system which is or at least appears to be surprisingly complex, so stay tuned.

Some screens:



i.imgur.com/TLZzeDH.png

i.imgur.com/LvXM69K.png





Part 2 – Character system and combat

PB always had its own brand of combat that required timing your attacks and side-stepping your enemy's attacks, which isn't as easy as it sounds (Witcher 3 it's not), so you'll have to spend a lot of time dying and reloading until you start getting the 'rhythm' and mastering the system.

This time around there is a stamina bar that depletes very quickly, which means that clicking on your enemies like crazy isn't a very good idea. You have to keep an eye on the bar, time your attacks, try to chain several attacks in a row, and move around a lot (the jetpack is great for short jumps) to avoid charging attacks.

The main problem with PB combat is that it's very items driven: good gear is much more important than the player's skill and the gear's quality is tied to stats, which means that if you have a crappy weapon you'll barely dent the tougher enemies' health bar (you can still kill your enemy if you have enough patience but it will take forever and your first misstep in combat will be your last) and even if you stumble upon a good weapon, you can't use it because your stats are shit. So don't rush to fight some low level critters that give you 5-10xp but do some quests that give you 200-800xp and help you level up faster.





As you can see you have 5 stats: STR, CON, DEX, INT, and Cunning. While STR is the only stat that really matters in melee combat, the other stats act as gatekeepers standing between you and better weapons/armor or special abilities, so like it or not you'll have to invest into 3-4 stats if not all 5 if you want to have a good range of abilities.





So, for example, if I want to gain another Melee rank, I need to raise STR to 55 and DEX to 35. That's 35 extra stat points, meaning 4 levels. Pickpockets require Cunning, Lockpicking requires INT, and so on.

There are a LOT of different abilities, grouped in the following categories:

- Melee (abilities like Attack Strength, Mutant Killer, and Jet Pack Attack), not all Melee abilities require Str and Dex, to gain Machine Killer feat you need to have 50 points in INT and 30 in Dex, for example
- Survival (Armor, Resistances, including Radiation resistance, Animal Trophies, Stamina, etc). I visited several toxic and radioactive areas that drained my health bar in seconds, so I assume that resistances are a good investment.
- Crafting (anything from lockpicking to tinkering with weapons)
- Personality (extra stat point when leveling up, more experience, companions' power, etc)
- Berserker, Outlaw, and Cleric abilities that become available once you join a faction.

When you acquire an ability, your rating in that category goes up. For example, get 2 personality feats and your Charisma will go to 2, get 3 survival feats and your Survival rating will go to 3, etc. These values are being checked in dialogues very often, spicing up the dialogues and giving you more than the abilities you've acquired, which is a nice touch.

Bonus screens:





i.imgur.com/z3Kq4tw.png

i.imgur.com/n53Q4XS.png


I clocked 20 hours so far, loving every minute of it. Reached level 8, killed 49 monsters, solved 48 quests, and mastered the combat system (I'm like a sword-wielding Boba Fett wearing red sunglasses). The gameworld is HUGE. There are plenty of areas I couldn't get into, either because of toxic or radioactive environment that I had no protection against or because I was killed in 2 hits (as mentioned earlier, mastering the combat system removes frustration but doesn't make you a badass as the system is item-driven: you need to deal more damage and block more damage).

I assume the game will get boring very quickly the moment you become the apex predator, but it's not something I'd have to worry about for a long time. Anyway, surprisingly, the area where the game truly shines is quest design.

While the quests are fairly simple, they can be solved in many different ways. While multiple solutions are no longer a novelty, the way they are integrated into the setting and your personal situation is absolutely fucking brilliant. Here are some examples:

- You're asked to investigate some murder and given a list of suspects. While solving the case you realize that the person who asked you to solve it is the one who committed the murder. You can turn him in for a huge XP reward but you'll lose a good companion. You can say that some outsider did it, which won't impress the Berserkers' leader, or pin it on someone else and then kill this person yourself despite knowing he was innocent, which will impress your opportunistic new companion.

- A Berserker asks you to kill an Outlaw who was seen in the area. If you talk to the Outlaw, you discover that the Berserker was selling him banned tech, which is a crime. He wants to keep trading but the Berserker is worried that someone will find out. So you can kill the outlaw, or convince the berseker to keep trading, or just report him to the authorities. In general, the Laws play a fairly big part in this town. You hear about them when you arrive but it's easy to assume it's just flavor as quite a few people seem to be eager to break these laws. Work with them and you will become a lawbreaker yourself, which will ruin your chances to join them.

- A Berserker asks you to find a missing patrol. Turns out the patrol is dead and the only survivor (who was sick and tired of the Berserkers and their laws) decided to run away and join the Outlaws. You can help him or you can force him to go back. Since the choice is connected to the Berserkers and the laws, it stops being an abstract choice between good and bad (help escape or send back) and becomes a very specific choice: is this man's personal well-being more important than the well-being of his comrades and the faction.

Such decisions do more to define your character than the character system and really draw you into the world. There are tons of quests (at least 300 based on the achievements) and many quests are very easy to miss as they could be 'hiding' behind some innocent dialogue comment that you decided to skip. Quite often something you thought was meaningless or flavor will turn out to be meaningful in some ways (either by unlocking some dialogue option with people that seemed generic and seemingly serving no purpose or by biting you in the ass in some ways).

So when it comes to content, be it exploration, faction and various groups, quests and role-playing, the game has it in spades. If you like sandbox games where you aren't a mighty hero but a guy trying to survive, do give Elex a try.







i.imgur.com/JuxFO0b.png
irontowerstudio.com/forum/index.php/topic,7505.0.html
 
Last edited:
I dont recommend this game. They tried to do something good, the ideia is ok, but how they "throw the world on you" lacks a lot of help and explanation. Also, areas are a lot level capped and with no warning about this.
 
I dont recommend this game. They tried to do something good, the ideia is ok, but how they "throw the world on you" lacks a lot of help and explanation. Also, areas are a lot level capped and with no warning about this.
I did not mind it too much.
I finished it and it was somewhat satisfying. One thing I thought was not cool at all was that all stats are linked to unlocking abilities and armors rather than giving a stat boost.

For instance, Strenght will not affect combat efficiency at all. It will be used to make some equipment or weapons seizable. Poor design choice in my book.
 
I dont recommend this game. They tried to do something good, the ideia is ok, but how they "throw the world on you" lacks a lot of help and explanation. Also, areas are a lot level capped and with no warning about this.

Lols! :LOL:

Piranha Bytes games have always been divisive. So much of their lore and world building...not to mention their attention to detail and diverse, macro gameplay and sense of progression...is sooo amazing...!!!

But...

...their combat systems tend to...SUCK...sooo...ooo...OOOOOO...much...!!!

:ROFLMAO:

I'm sorry to be that harsh, and I am exaggerating a bit for effect, but I also feel it's mostly, honestly true. If you didn't like Elex -- try Gothic 2 or Risen (the first one, not the second one). I think those are the closest they've ever come to really nailing it. Granted, neither of the games' combat systems are really "good" -- but they are interesting! I'd even call Risen's combat "fun!" in places.

Where the games shine, though, is in their RPG aspects. You have so many options on who your character will be. And these pathways are exclusive. You will have a very different play experience and understanding of the world based on who you choose to become. The worlds feel extremely alive. The stuff you see going on around you -- the simple, everyday interactions with things -- is a throwback to the golden era of the Ultima VII times. (I mean, how many games actually simulate characters needing to walk behind a tree to take a leak? It's utterly immersive.) And gear. You earn your gear. It's not "loot-drops". Every time you get a new set of armor or discover a magic weapon, there's a story that goes along with it. You'll remember the journey you took to gain that item, and it holds a sentimental value on top of unique abilities and increased "DPS".

But, in general...the combat is the clunkiest mess of cool but wonky and un-intuitive mechanics you're ever likely to find in a series of games. :coolstory: (If Piranha Bytes games had a combat system like Dark Souls or Kingdoms of Amalur...they would be some of the most amazing games ever made.)
 
Lols! :LOL:

Piranha Bytes games have always been divisive. So much of their lore and world building...not to mention their attention to detail and diverse, macro gameplay and sense of progression...is sooo amazing...!!!

But...

...their combat systems tend to...SUCK...sooo...ooo...OOOOOO...much...!!!

Sounds like the Witcher 1 to be honest, which was an amazing game IMO. How's the story in Elex? Is it on par with the first Witcher? If so, I might need to check it out.
 
Sounds like the Witcher 1 to be honest, which was an amazing game IMO. How's the story in Elex? Is it on par with the first Witcher? If so, I might need to check it out.

I wasn't impressed. If it had come out before Gothic 1, it would have been superb. As it is, I think Gothic is much more interesting and fleshed out.
 
Top Bottom