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Wormerine

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Everything posted by Wormerine

  1. Breach is the weird thing. It is the most interesting addition to the game, but I feel I have to little info to make informed decisions. It's difficult to make a smart tactical decision, while having no idea as to enemy placement and room layout. Even breaching itself, while it looks cool, it makes it really tricky to evaluate the situation, outside who poses immediate danger.
  2. Played couple missions, and my initial impression is surprisingly positive. We shall see how the systems will persevere through a stress of a longer playthrough, but so far CS offers a fresh spin on XCOMs system, addressing some of my frustrations with Vanilla game - mainly there is an actual combat happening here. In vanilla XCOM1&2 ambushes and alpha strikes are so dominant I felt I never experienced what enemies had to effer, as they would rarely made their turn. And due to interwined turns, defensive abilities are so much more valuable. I found myself analysing turn order, and planning moves in a way I never had to in XCOMs. Is it better? Probably not. No perma death nor customisable soldiers is a bit downgrade, but for the price it seems like a worthy distraction. Oh, I need to see if one can made the "breach" less cinematic. While really cool, trying to analyse the situation is rather tricky.
  3. Part 5: How Obsidian Designed Player Choice in The Outer Worlds
  4. I swear, Godmother still speaks with Vailian accent.
  5. RPS review Geek is a God review ACG review
  6. I don’t believe so. I am not a power gamer - I have build better and worse characters but my first character is always purely roleplaying one - at least in PoEs, which allows to be beated even with unoptimised parties. I played PoE1 until Adra Dragon without really understanding mechanics as it wasn’t necessary. I don’t think, that PoEs issues are overwhelming depth or even difficulty, but the nature of this kind of system - turn-based design doesn’t translate well into real-time: a roll and stat based combat system, isn’t a natural fit for a real time combat. I am willing to bet, that most players stare at centre of the screen, while the actual gameplay takes place in small boxes in the upper left, and bottom right corners. Big bosses, or DLCs simply raise the difficulty to the level where players who don’t pay attention to actual gameplay systems won’t be able to brute force their way through. the thing that Divinities excelled at, was moving those systems over to the main screen - high advantage, environments, armor mechanic - even if I might not be a fan of how actual systems work, the way they are presented are easy to notice, engage with and they draw attention to themselves,
  7. part 4: Designing the Music & Sound of The Outer Worlds
  8. Desperados III out on June 16th EDIT. [grumpy face] No GOG this time?
  9. I must say, so profiles are so light on content I wonder why they even bothered. They state the most obvious things, while filling very little of the backstory. It's as if they thought "oh, we should do the overwatch thing" but forgot to develop the characters.
  10. Makes sense - kinda assumed it is the case, once the first trailed mention that death of a squad member will mean failed mission.
  11. Grounded comes to Early Access on July 28th.
  12. Looking forward to it. It looks like a neat spinoff. I am curious if intertwined turns will be for better or for worse, but overal it should be an interesting experience. My main issue with XCOM1&2 is that pod activation swings the advantage so heavily toward the player, if they initiated the combat on their turn, pretty much tramping all other strategies. Breach seems to include "the ambush phase" by design with combat encounter as a continuation, rather then one or the other.
  13. Part 3: How Obsidian Designed The Outer Worlds’ Quests
  14. What if PoE3, is an adaptation of Josh's table top system?
  15. I liked PoEs more then Tyranny, and PoE3 could legally happen, while Tyranny not, without some deal with Paradox.
  16. 1) They would invest in a solid, top down 3D engine. For all the things I don't like about D:OS2, I am amazed by engine it is powered by - As big of a hub as you want, with moving inside and outside without any issues, multiplayer maps etc. I wouldn't necessarly want the structure of D:OS, but lack of gameplay interuptions. Yup, yup, yup. 2) I would like to have Josh back at the helm, and use Microsoft money and hopefully lack of interference, to appeal neither to publishers nor fans. Make best Pillars game he can make. Is it even possible? Pillars as a world and game was created to appeal to IE game fans afterall. But I like to think there is a game he wants to make and we want to play. Or maybe I would hate it... who knows.
  17. I don't know if news but news to me. Old World - 4x game from CivIII and IV designer, which looks live Civ but aparently isnt. Between this, and Humankind, we seem to get multiple "like-Civ-but-not-really" games, which I dig. A lot. XCOM Spinoff - I am a bit confused but not unintrigued. EDIT: Gameplay Overview. EDIT2: Only 17 pounds, and 50% off before release?!
  18. Part 2: Writing the Characters & Companions of The Outer Worlds
  19. As platformers go: I see you have Celeste, though with suspiciously low hour count. If that is something you enjoyed, you can't go wrong with good old SuperMeatBoy. On a less manually demanding front: Rayman: Origins and Raymen: Legends two superbly enjoyable games - the latter does come with Ubi-thingy and has some online components. Shovel Knight: Treasure Trove - don't recall seeing that in your list. A superb and content rich game. Freedom Planet: I recently played 2 supposively good Sonic games, and I thought they were terrible. Freedom Planet was like Sonic but good. Mark of the Ninja - superb 2d stealth game. More unusual but still: Snake Pass - an original and super enjoyable platformer. Played with with keyboard and mouse, but controller recommended. Not too long, but very novel. Played through Hollow Knight recently and I thought it was superb. It's combat is very deliberate, but quite simple, and if you don't go for 100% and optional hard bosses, it should be too hard. You do get bang for you buck. Spelunky. Excellent roguelite, and a replayable platformer. Steep learning curve. RPG: Fallout New Vegas- must play RPG. Other: I wouldn't be me, if I didn't recomment Supergiant Games - Bastion is a classic, Pyre is the weird one and my favourite. Transistor is pretty, but not as engaging.
  20. Very timely as I have been thinking about it, due to some info revealed in todays Noclip documentary. I am "in main game expansion" kind of guy, rather then a new adventure. According to the documentary early in devlopment they cut content multiple times as they realised that the compact RPG they drafted was too big for what they can do. L Boyarsky expressed a sentiment of "one cut too many". If so, I would love for them to use expansion to inject at least some of it's content back, if they feel it's possible, or if game in it's current state would benefit of it (I doubt it could be reimplimnented in the way originally planned, but perhaps those ideas could be used as a basis for the expansion).
  21. Well, for some games controller, for some keyboard&mouse. I have been eyeing Elites. Pricey but they look solid.
  22. He's a human being. Isn't that enough, you monster?
  23. Part 1: From Concept to Creation
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