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Everything posted by algroth
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Agree with Sands - with the content promised via stretch goals you can't help people have an idea of the game that was more expansive than what it actually turned out to be (which, I understand, is a pretty compact and short game despite the text length). The game may be great but you'll still feel disappointed for not seeing everything that you were expecting to see.
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What a ladies' man...
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I usually don't, but I generally know to some extent or another what I'm getting into, by means of a general Wiki description, some screenshots or the likes. I only really read reviews following the games, though I may skim one or two prior.
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Some of the remarks are very funny, yes. However, whilst I still haven't played the game it does occur to me that some of the most recent iso-RPGs have been a little too obsessed over length and word-count, using observations such as "Tides of Numenera has more words than the Bible" as bragging rights of some sort, and in turn feel a little exhausting and baggy. Torment works for me because the text is not there to fill a mininum word-count quota but to actually describe or expand on things of interest, thus making the writing seem adequate throughout. If the things being described aren't interesting and long conversations involving branches within branches become a norm beyond what is necessary (see Tyranny for the latter, for example), eventually that can make the game feel like a chore and the prospect of another conversation somewhat daunting, even for players with the right mindset for games like these. Again, I cannot say if this is the case for this game in particular, and I am acting as Devil's advocate here. I have read a couple saying that Tides feels less writing-heavy than Tyranny, which makes me quite happy to hear - and I do say this as someone who's all the same enjoying Tyranny at the moment as well, so it's not a deal-breaker/sealer for me anyhow.
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That's Kawai himself on percussion, isn't it? (I don't mean the solo percussionist, mind, rather the dude on 0:10.)
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More Music?
algroth replied to Dark_Ansem's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I absolutely loved that in Icewind Dale 2, I agree. Very reminiscent of Hisaishi's work for Princess Mononoke too. https://www.youtube.com/watch?v=TMYqWpzCo8k -
That could be an issue if copyrights for those characters come into play. I know for one that Avellone spoke about not being able to include Ravel or a Ravel-like character into Tides of Numenera precisely because the Planescape setting and the characters of Torment were not owned by them at the time. If this was an issue for him I can see how the above could be an issue with Obsidian. Which sucks, of course.
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Hidden for language http://i.imgur.com/OH8GdWR.png
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Same as when a door is closed between you party an the area you command them to walk to I'd say. You can always try to disarm the trap, and choose to trigger it if you can't.
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This one's NSFW, but I lol'd: http://i.imgur.com/As1ev4a.jpg
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I would perhaps add the caveat that traps should not be recognized by pathing in mid-combat, as it might cause issues with positioning and might also remove a degree of challenge in specific occasions. It would also make sense from an in-game perspective: the characters might be focused on the enemy and might in turn ignore the trap right ahead of them, or be forced onto them. For out of combat moments it makes sense that they should be able to avoid traps, especially by pathing around them. Personally I've always found traps as implemented in games like Baldur's Gate and Pillars of Eternity a mechanic that promotes save scumming, though. Activated a trap? No worries, just quick load, find it and deactivate it, and get some XP and loot on top of it. I can see how it can be fun and useful when using these against enemies, but used against the party it acts more as an unnecessary nuissance than a real challenge.
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Logan So, this was great, though not consistently so. About two thirds of the way into the film I would have said it was pretty much the best superhero movie to date, not least by not really feeling like a superhero movie for about 90% of the time: the exchanges between characters are all scripted and performed with a naturalness that feels completely at odds with the more pompous approach of the genre in general, and in fact makes a large part of the conflict and so on. People have spoken endlessly about Huge Action's peformance and it's certainly very good, but not enough has been said about Boyd Holbrook, Stephen Merchant or Dafne Keen, all of whom are really superb in this and have some wonderful exchanges with the titular character. Generally the genre tropes and aesthetic are so underplayed that, much like The Wolverine, by the time you get to the more mutanty/sci-schlock bits, these really jar with the overall tone of the film, and that's unfortunately what muddies up the last third, if not screwing it up completely. The plot device chosen also can't help raise a few eyebrows. These reservations aside, much like the Dark Knight trilogy I feel this aims to play outside the genre it belongs to and mostly succeeds at that too, it's certainly the first film since Nolan's work that feels like a real film and not like a factory product, and it's definitely worth seeing for any fan of the genre as well as those who enjoy a good slice of action/sci-fi/drama.
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So it's true to PST, then. The actual end sequence of PST was fantastic (so long as you didn't spend ages fighting the shadows and just ran for the wotsits). Probably the best I've played of any game as it fit so very well. The Curst to Fortress section was certainly worse than the rest of the game though. Would agree with Curst only, not with the Baator or Carceri sequences at all.
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Guys, politics thread is that way.
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The Weird, Random, and Interesting things that Fit Nowhere Else Thread
algroth replied to Rosbjerg's topic in Way Off-Topic
Plus a whole lot more pictures of the interior... That is fantastic!