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Sven_

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Everything posted by Sven_

  1. There's hunger at Obsidian for a Pillars of Eternity Tactics game after Avowed, says studio design director Josh Sawyer, but it doesn't sound like it'd get that Baldur's Gate 3-size budget he was fantasizing about | PC Gamer Fallout, er, Pillars Tactics. I actually think this could work though. Does anybody remember Blackguards? This wasn't "just" a string of tactical battles. There was narrative and sort of (simple) exploration in between the tactical bits too. Would be no Pillars 3 per se, naturally.
  2. Gothic remake demo coming out today. I think game remakes are mostly kinda dumb these days, unless it's remakes of games from ancient times (System Shock). In particular considering that games take forever to make, when it was but a year back in the day (see Gothic 2). That's lifetimes spent by some talented people on something you already know... Gonna try the demo out anyway.
  3. The night sky in KC:D : r/kingdomcome Then again, there's at least one or two Operation Flashpoint veterans at Warhorse, one of the most immersive games I've ever played (back in 2001 it was mind blowing). That had a mission where you were deep behind enemy lines, hunted, and had nothing but the night sky as orientation as well. I wish I'd played KCD1 on hardcore back in the day. After completing it once, you naturally know all the locations. Btw. , I think this is also one of the parts where they made KCD2 more accessible without compromising the core experience (really, devs "dumbing down" their games should take a closer look at this in general.) The first region has Trosky Castle reigning strong. You can see it from almost everywhere. (It also looks so damn pretty). Trosky meanwhile is just North of your starting position into the open world, where there's vendors, a place to make camp and rest, etc. Without mods, your position so far is shown on the map anyway, as hardcore mode is only offered with a later patch. But as to orientation, visual landmarks are KEY.
  4. Re: Solasta II. I have the bluriness too (1080p), putting the rendering scale slider to 100% was the first thing I did. Otherwise, it controls and plays pretty nicely already. I wish the UI stuff would be smaller or you could turn it off (you can't, can you?) The log alone takes a big amount of screen space. Then there's quest objectives always on display, taking screen space as well.. Performance-wise, it's pre alpha. With everything on low I'm getting maybe 60fps average with a Ryzen 5600 / 3060. On medium it isn't much lower however... and everything on Epic is down to ~40, so it all scales by 50%ish. Now Solasta feels very responsive even at lower fps (and isn't an action game anyway). But the official minimum is a Ryzen 1600 and a GTX 1060, and the GTX 1060 is roughly half the card. I played Solasta 1 with a 1050Ti, not much above the minimum requirements, and had a good deal more than just 30fps -- even at settings above low. As said though, pre-alpha still. See also kanisatha's post!
  5. Mine as well. Well, the action was nice too mind. But the pacing was far better than in GTA et all where you're just going from one action setpiece to the next. Still remember the mission where you took that girl out for a walk. Nothing initially happened, just you walking down the streets with her, chatting. Only then would the mob show up and the action start... KCD has many similar moments. Only that the "action" MAY never start -- or may turn out to be you "just" getting absolutely drunk with a priest. People used to sensory action overload in your typical video game may even find it boring (which Warhorse were well aware of). But in KCD2 too, there was an (optional) side quest where I just went picking flowers with a girl... Also, these are my save stats from 60 hours now... A dozen bad guys I only (stealth) killed because I wanted revenge for something (didn't have to). 3 were from the intro. The first game has an achievement for finishing the game's main quest without killing anyone but one mandatory bad guy (not sure if the 2nd has -- lots of situations already solved by my sneak and conversation skills... plus my Henry can run from em bandits. And fast. ). How big's that Solasta demo (file size)? Gotta try it.
  6. Mind you, Mafia has a lot more violence. And guns. Meanwhile, my last quest in KCD had me investigating the biggest pile of literally sh*t I'd ever seen in a game... Whilst the locals weren't amused by Henry's stench thereafter, they didn't take out tommy guns or anything. Not even pitchforks. And the first game tasks you with learning how to read. The pen can be mightier than the gun, after all. If that's what you're after. Or aren't.
  7. If it were about first person, there wouldn't have been a Bloodlines 2 by now. But a Bloodlines 6 -- take that, GTA!
  8. The life of a true medieval adventurer isn't always about winning epic battles, saving damsels in distress and forging your own destiny. Sometimes it's about fumbling for corpses in a pile of sh*t behind the Bylany tavern at 7 AM. #kcd2
  9. Still Kingdom Come obviousy. There is one idea (that was in the first game already) I'd like to get explored far further. And by more games. It's about clothes. And that CLOTHES MAKE THE MAN (so does armor). In your typical RPG-Like, gear and cloth is at best a combat buff/debuff (armor class!). Aside of that, it's typically a cosmetical thing. And at worst offered in in-game shops to make you depart with some more money. This hasn't much evolved ever since way back on your Commodore 16 / 64. Kingdom Come isn't content with recycling 1980s mechanics though. This heavy gear and armor? Doesn't only bolster your defensive armor stats. It also makes people react accordingly to your presence -- and also makes it more likely to succeed in certain speech skill checks. This fine cloth you have just robbed from a noble, er, bought in a shop? Doesn't only nerf your defensive armor stats and boost your charisma. It also makes people react accordingly to your presence -- and also makes it more likely to suceed in certain speech skill checks. This fine pair of underpants you're running around with after you lost it all in the game of dice last evening at Troskovice tavern? Don't expect to be respected. By anyone. Full-stop, sorry. There's more to it, like darker cloth making you less visible, each cloth making different levels of noise, etc. But you may get the idea. #FinallyAProperRPG
  10. The game was certainly sold on nostalgia first. That happened right with the first Kickstarter trailer and all its callbacks to BG, IWD, PS:T et all. However, in terms of reception, it's not as clear-cut. Both Pillars games see better press reviews as well as user recommendations (Metacritic, Open Critic, Steam...) than any Owlcat Game, for instance. Yet, all of 'em Owlcat games did well. So well that it allowed them to massively grow and now they're even self-publishing games, all the whilte reportedly working on multiple projects at once. However, Owlcat Games have another thing going for them, rather than just aping Infinity Engine game aesthetics and controls: They're based on popular tabletops that hadn't yet seen a proper RPG video gaming adaptation yet. And the Pathfinder adapatations are based on some of the most popular adventure paths of the Pathfinder tabletop. In other words, a D&D licensed game telling another standard fantasy yarn may have hold a bit more of an appeal. I mean, people voiced their distaste for the naval setting of Deadfire too. Which also makes RPGs the only genre left standing in which even a game set in WW2 or the zombie apocalypse would be seen as a radical and completely risky idea -- dwarves, elves and dragons first!
  11. Re lore/info dumps: I found it intriguing that one of the most common criticisms re: PoE were about the lore dump kind of dialogue. And then recently they'd turned lore dumping into an entire series of trailers...
  12. Oh yeah, definitely a lack of skill games way back. By the way, I don't consider KCD as such. Warhorse claimed they attracted totally non-gamers with the first game already. And those adapted far better to the unusual design decisions than the gamers: E.g. the saving system, eating, drinking, sleeping, fighting... It's all about conditioning. I mean, back in the day, we used to play games without markers, auto-maps and with actual puzzles when we were kids. And had no problem whatsoever with that. Every game was kinda like that. But since a large part of it is simply conditioning: There's market opportunity for (almost) anything. With so many games in that space playing increasingly alike, perhaps moreso than ever. It needs to be packaged properly, naturally... Plus, if you're not fully committing to something, you risk making completely bland product that may try hard to please everyone, but doesn't really wow anybody. Eventually, you're going to alienate a few people anyhow no matter what you're doing. For all the talk about how much of a hardcore sim KCD would be, at the core it's actually quite a cinematic Hollywood type of affair full of drama and even genuine laughs -- the survival/sim elements are fairly light. Think Mafia, Vavra's first gig as a writer / director. There's quite a lot of that in there still. I was actually underwhelmed initially when I went into the first game kinda blind back then. I expected something way different. Only when I'd finished the long prologue and the game opened up, did I start to really warm up to it.
  13. Given how conservative Obsidian have become, it'd probably take a fully explanation (and a fix) as to why Deadfire initially underperformed so much. (Pentiment and Grounded don't count -- the first was a passion project Josh Sawyer had to fight for, the latter started as a small experimental kinda thing). Personally, I'd take a "Watcher trilogy" ending proper even if it wasn't an isometric party game. After Paradox' colossal f*ck*p, make it the Bloodlines II proper for all I care -- Pillars Of Eternity III: Fampyres Rising. Avowed seems pretty action, combat, parcours and looting heavy and light on RPG, at least by Obsidian trademark standards. Then again, there was a time where they commited to making another sequel to Uwe Boll's favorite screen saver. Tactical party-based isometric RPGs may largely be a niche. However, the action RPG-like space is also crowded as hell. Even Ubisoft want some of that looting and leveling juice in their games. Will be interesting how that pans out... for now.
  14. That's two million in two weeks. Even Ubisoft would have been pretty happy with that on some of their more recent underperformers. Doubly so if they had the comparably modest budget of KCD II... Embracer aren't minors either, after all. As said, to me this only confirms what's been happening for the past+ decade. The model of ever infusing more simple action into RPGs and simplifying RPG elements down has been pushed to its limits -- the Bioware/Bethesda school, basically. By now these games are competing with all the action/adventure type of games that have been including RPG-lite elements since The Witcher 3 hit it big. That doesn't mean similar projects are destined to underperform. That only means you need an absolutely stellar game and/or a wholly unique take on the form to still stand out from the crowd. Bluntly put, Veilguard would have had it even harder had it neither had a Bioware nor a Dragon Age logo attached. Meanwhile, studios such as FromSoft, Larian or Warhorse first thrived in their own niches. The games they started making were considered too risky for any of the industry players. "We're an industry about instant gratification", they would have told FromSoftware. "Well there's dungeons, kinda. But where are the dragons?" That's what they would have asked Warhorse. "Turn-based tactical combat? Table-top simulations? In the 2000s? Go make this more like Diablo", they'd actually told Larian since their early days. "All of you guys don't fit in, sorry." Then all of these grew, both in studio size and target audiences. In parts because there's far more people playing video games now than ever, which also means a broader range in taste. And then they all could offer experiences that, on their levels of production, see no direct competition whatsoever. (Well, Soulslikes are a thing, mind you. But From are still considered the "Originals". And what better promotion is it to have an entire genre tag named after your own product? Jackpot, baby!)
  15. If only they'd made a live service game. Or a Diablo / God Of War / Whatever Action's Currently Hot clone. Or a buggy mess that tanks even the most expensive gaming rigs out there. ANYTHING but a proper RPG, optimized for RPG'ing. They'd have totally smashed it for sure. Silly Czech mates!* *Beware, internet. There be irony.
  16. Outside of bad ports: If you have a decent one, it should last until the PS6 generation (and the first exclusive games for it, which considering modern dev cycles takes another couple years). Consoles are running the show. And since AMD are behind in terms of GPU power, it will be interesting how those PS6 generations and their APUs are gonna look like... There's people still running Pascal series GPUs to this day. Wouldn't surprise me if Ada L. + Blackwell are gonna last even longer. That is, for those who don't need to be on the cutting edge of hardware. After all, Nvidia is also promoting those shiny new 1,000 Hz screens for probably reason. A thousand FPS, lol! UltimaIX-StartSave_1024x768x16bpp.png (660×871)
  17. Thief was always minimalist on purpose. These guys approached VR from a software perspective -- including rudimentary physics, (guard) AI states communicated entirelly by audio alone etc. (Maybe somebody remembers the ill-fated Jurassic Park Trespasser, where Looking Glass alumni took it all a step further, including no ammo or health bars to speak of). Btw, it's funny how graphics are getting ever more realistic -- and then a thousand blinking arrows are there to remind you that you're just playing a damn game either way.
  18. Yeah, you can turn the HUD off entirely (GameStar says also). Question of course is: Was the game designed that way? I mean, you can do all that in Witcher 3 too. And then you don't know anymore what to do right in the tutorial already, as the clearly mandatory text prompts are missing what to do next. E.g. Vesemir is just standing and idling his animation there, not shouting anything, just expecting you to say, throw a bomb at him. And the quests that follow would be much the same... That aside: Looking Glass Studios died for all of your future sins, Gaming Industry! Thief, 1998. vs
  19. What I totally dig visually for sure re Avowed: Its (box) cover art. Could almost see that as the artwork of a Converge record. Which rules. Germany's GameStar made an interesting comparison: oldschool Dungeon Crawlers (including Westwood's Lands Of Lore and Wiz7, games with an overworld..). Their chief editor was reminded of 'em. Reasons: - primary focus on exploration and discovery - similar sense of accomplishment when having finally uncovered the last "square" of a "map" - comparably "static" world (like in most oldschool games, NPCs not reacting to theft, etc.) - combat The guy means that in a positive way though. They all like the game and say the level design focused on all of this would be fantastic and unlike anything they'd seen from Obsidian. I mean, there is even vertical exploration, almost Dishonored-style, which is unusual for the type in general, isn't it. They argue too though that there would be quite a bit of filler combat. Probably not the kind of game that is gonna draw Deadfire's kind of feedback . I personally liked that -- Deadfire may be comparably tame in terms of the overall amount of combat -- FOR ITS TYPE OF GAME. But as it collects stats, by the end of the game you're gonna check and see that you were still a bloody murder hobo, having slain hundreds.
  20. Well, as soon as they said The Outer Worlds is the reference point... at one point it was even supposed to be a multiplayer game. With a few exceptions (Witcher 3 maybe, as a simpler game than the original Witcher) European studios put more trust into players than American ones these days. They take more risk. And they seem rewarded -- as "streamlined" RPGs immediately move more towards more typical action-adventure kind of stuff. And that type of experience is all over the place ever since even Ubisoft implemented RPG elements post ca. Witcher 3. Even Square is struggling with their their plans to move much larger units by simply going more action into Final Fantasy -- they're losing what still makes FF distinct in their own way, even according to fans. I'm curious as to how many straight action and combat Avowed actually has, and how much of a focus is on that. I still don't know. Obviously, in terms of RPG mechanics, it's also not quite Pillars. KCD2 is also "streamlined" from the first game -- usually industry euphemism for throwing everything out that's not as immediately approachable as a Big Mac. The combat system is simpler. There is more "happening" when you are traveling around (random encounters, etc.). And Henry levels up a good deal faster (and his skills really govern how hard everything is, from sneaking to fighting to getting women undressed). But they didn't suddenly turn it into an action game or anything and changed the core of the experience -- in 30-40 hours so far, I've encountered few scenarios where combat was mandatory to begin with. And the quests are as delightfully "mundane" as in the original. Rather than "go kill epic stuff" it's visiting a marriage, helping the local grave digger out (this gets real dirty), that sorta stuff, "authentic" to the setting. Avowed puts you into the role of an envoy. Lots of opportunity here as well, without going "hardcore medieval anything". Gonna play Avowed... but PoE3, make it also happen. Doesn't need to have a huge budget, really.
  21. The one thing NWN2 has always needed is a decent camera.... just one. I think with the popularity of the tabletop, a NWN3 (or similar project) could be a real winner... during Covid it may have even hit pretty HARD. Everybody creating and/or playing D&D adventures from home, with their group or alone. Re: Avowed, looking decent. Performance on entry level GPUs looks alright also (GTX 1650 ist below minimum specs and doesn't count). I'm firmly in the "Outer World's is alright, but fairly vanilla" camp (except for Monarch, which was... almost like an MMO grind, until I decided to just run past the gazillion of copypaste enemies and NEVER looked back). As such, a PoE3 would have hyped me more.
  22. Yes! Personally, I liked the "predecessor" (Ambermoon) more though. Really impressed me technically back then though. It had Ultima Underworld 3d-style dungeons... on an Amiga 500.
  23. I'll be there! Only finished the last story DLC Palace Of Ice, last year. The overall project reminded me of SSI D&D games of yore: Nothing to too fancy story wise, just a simple adventure, and off ya roll. Sometimes, that's all that's needed! The combat could have been a bit harder though... and with that I mean the AI. I finished it on I think a higher (but not highest) setting, as I'm not a fan of enemies simply having inflated stats. But outside a few optional encounters, and I think a boss or two, never really struggled. After all, Solasta is pretty focused on the combat. Thumbs up though for going with a quality over quality approach. Rather than spamming dungeons with a couple dozen copypaste encounters, you oft faced maybe 2-3 handcrafted at best. For a game that's sold on the combat and the combat system, that's rare. I think the last that did it was Troika's Temple Of Elemental Evil -- but even that later on had you hacking through uninspired hordes of bugbears later on. IIRC after a while I just opened the doors, cast a couple of fireballs and be done with it. Oh, and those dudes over here like quite a few decent games. No wonder that Kangdom Kang kangs!
  24. But how many more Orders, Survivors, Horizons, God Of Wars, Assassin's Creeds, Kingdoms Of Amalurs, Witchers, Hogwarts, ...... does one need? What does it take to get actually noticed as something special in such a busy space? Square Enix seem hell-bend on going that same route as well. The entire "secret sauce" of these companies amounts to copying whatever's currently hot in the action/adventure/RPG-like space. Only that this space is totally cannibalizing itself. That it's not like 2005 anymore. And that there's far more people playing games today than young male adrenaline junkies big publishers used to target first way back. Meanwhile, a Belgian dude in shining armor can walk into the room and turn heads as people know by now that what he's gonna offer isn't quite offered by anybody else -- certainly not on his budgets+levels of production. Ditto Warhorse. Ditto From Software.
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