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Everything posted by Wormerine
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What Are You Playing Now: The Other Thread
Wormerine replied to Amentep's topic in Computer and Console
I am a big Raider fan, but the new series never appealed to me. I found characters and story unappealing, and gameplay is well crafted, but far to relient on flashy but shallow setpieces. I am somewhat curious about "Shadow". I heard it has little combat, and has more exploration then previous two games. It will have to wait for the new rig, though. Oddly enough, I felt that Dark Souls1 scratched my Tomb Raider itch. Exploration, and forboding massive ruins is what I remember of the old TR games. -
What Are You Playing Now: The Other Thread
Wormerine replied to Amentep's topic in Computer and Console
Mass Effect trilogy. Outer Worlds made me crave some classic Bioware stuff. Plan was to play Mass Effect2, as it's been a long time since I played it, but as I didn't have a save to import, I loaded a half-way complete save for ME1 and completed that first. I also plan to continue over to ME3 - never played any of it's DLCs, and the last time I played ME3 was around it's release. I am curious if I will hate it as much as I did back then. I am surprised that I don't enjoy ME2 as much as I did. For all it's faults ME1 had scope, consistancy and immersion, which ME2 lacks. Small things, but they matter - changing how traveling works, means that Normandy leaves the station everytime you return to the ship . Being in direct control of the ship, just doesn't gel, with being commander, rather then pilot. No Mako sequences make the world feel small, even though content wise ME2 is most likely far more packed then it's precedessor. While combat is improved, it is still not a good action shooter. The only thing I don't miss is managing the inventory, which was a boring chore in ME1. Plot of ME2 has some odd plot choices and forced melodrama, which I didn't bother me before. There is also far less companion content then I remembered. Overall, ME1 felt much more grounded and immersive, then ME2. ME2 feels much more gamey, and faster pace breaks the illusion much easier. -
My hot take is, that Deadfire has some of the best individual elements of any RPG I have played, but as a whole it doesn't come together as well as some other games. There is a lot of baggage that Deadfire is carrying (IE legacy), which doesnt serve its setting or goals, and some design decisions, which while I can appreciate, dont work in the game's favour. Its a game I can praise and complain about to no end.
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Dissapointing ending
Wormerine replied to metalworks's topic in The Outer Worlds: General Discussion (NO SPOILERS)
Interesting. I didnt feel anything of that kind. Are you referring to: -
Dissapointing ending
Wormerine replied to metalworks's topic in The Outer Worlds: General Discussion (NO SPOILERS)
https://www.gameinformer.com/b/features/archive/2017/12/14/take-two-announces-new-publishing-label-private-division.aspx -
Dissapointing ending
Wormerine replied to metalworks's topic in The Outer Worlds: General Discussion (NO SPOILERS)
Doesn't Outer Worlds IP stay with Obsidian though? I don't think the game is unfinished. There isn't a major drop in quality, and just like in PoEs I assume the finale was delivered with what was planned. I wouldn't explain shortcomings, with some conjured conspiracy theories. I found Bizantium disappointing, not because it was of lesser quality then other areas, but because it didn't feel like a major city - nothing of that kind was attempted earlier in the game, so relatively empty Edgewater didn't bother me because of the nature of the place. I get that Bizantium is more run down, then it is advertised as, but it just didn't work for me. As to finale itself - I thought it was fine. The gameplay didn't have enough depth to allow for satisfying combat encounters, but it is something one can throw against entire game. Companions showing up was fine - a budget approach, but that's expected. I doubt they had anything bigger planned. Perhaps, if one would initiate the attack (call for allies to join the fight), like it was in New Vegas it would be more effective. EDIT. As a side note, it is foolish to assume that because final stages come last, they were the last to be worked on. I remember Josh saying that it is usually the beginning of the game which gets designed last, as designers need to know what actually is in the game to set it up and teach players the mechanics. I would expect that the later the stages where developed the better they get, as devs get the feel of mechanics, world, and engine. It is for that reasons that DLCs and expansions tend to be the best content in the game, if they are not a pure cash grab. -
The Grey Lands
Wormerine replied to omgFIREBALLS's topic in Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
Who knows how many civilizations passed between creation of Gods and the present day. -
TOW DLC Confirmed!
Wormerine replied to Ethics Gradient's topic in The Outer Worlds: General Discussion (NO SPOILERS)
Well, there is no evidence to show that substantial amount of players won’t buy games on Epic. Games released there still sell really well, and with secured cash upfront and a better cut, it makes for a better business move overall. -
Happens. Kinda like watching Isle of Dogs, while knowing Japanese, I imagine.
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TOW DLC Confirmed!
Wormerine replied to Ethics Gradient's topic in The Outer Worlds: General Discussion (NO SPOILERS)
They had 1st party exclusives, which I think is a fair thing to do. There were also "unnoficial" exclusives, like Firaxis games, which were playable on steam only due to its functionality. The big difference is that Valve didn't pay money to game makers to add some value to their platform: they themselves developed titles for it, and other devs flocked to it, due to its popularity/functionality. It's not impossible that devs didn't like having to use steam as much as players did. People dislike Epic as they feel they are not being dealt with - deals are made between Epic and Publishers/Devs, and customers have a choice of waiting for wider release or caving in. -
The Next Mass Effect?
Wormerine replied to Biff's topic in The Outer Worlds: General Discussion (NO SPOILERS)
Makes a bit of sense. OW reminded me a lot of early Bioware titles (more so, then Obsidian’s previous games). Not Mass Effect, as by that point presentation and RPG elements where greatly reduced in favour of presentation, which OW doesn’t have, but some similarities are there. the question is, whenever a sequel with bigger budget means deeper game, or shinier presentation. -
Pretty much this. I love my Civ, but the “genre” has potential for more designs. For one humankind seems to go classless - as if no Civs. Either way, humankind goes against a juggernaut, so they better to something interesting really really well.
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It’s certainly tackling the same theme as CIv, but there is inherent way Civ games progress. It’s all about positive feedback loop. What I am most interested to see is, if it is something they will try to tackle. Civ6 tried to fix some of Civ inherent problems, especially with Rising Storm expansion but I didn’t feel like they quite succeeded. RPShas written a nice article about it a while back. https://www.rockpapershotgun.com/2018/03/15/all-rise-and-no-fall-how-civilization-reinforces-a-dangerous-myth/
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Wow, I actually disagree with quite a few of them: 1) setting - Deadfire all the way. A more unique, better realised place. 6) companions - I didn’t care about a single companion in Deadfire as much as I did about majority of companions in PoE1. While they probably got more content, a more linear and focused quest progression meant more coherent story arcs. 8) world map - I am torn on that - on one hand I feel that Deadfire’s map is simply more engaging then POE1 one. At the same time it hints at potential that was never quite realised. If it were more interactive with some procedural stuff it would be excellent. As it is it can feel more dead then abstract PoE1 map. 9) cities in PoE1 sucked. Gilded Vale had barely any content in it. Major cities were under developed. Stelwart was great but that’s White March. Neketaka on the other hand is a phenomenal, deep city. Even smaller areas, are better developed then most PoE1 content. 12) dungeons - before DLCs I agree that the game lacked a deep dungeon. However, PoE1 didn’t do great in that regard either, and Caed Nua sucked. Sorry. 15 levels doesn’t mean much, if they are boring, copy/pasted Enemies which I just fought on the surface. 13) I wouldn’t agree that side content of PoE1 is better then PoE2 but if we purely count things listed - sure. Bounties in Deadfire only worked when fought on land, and even so, it’s far to easy to outlevel enemies. 14) VO - Actually, I don’t have stand outs in Deadfire, in the way I had in PoE1. Perhaps it is a result of less engaging narrative and writing IMO. Actor can do far more with coherent story arc, then a small encounter. In addition, I don’t remember bad performances in PoE1, and while PoE2 is good for the most part, there are occasional bad apples. 18) I felt that one thing that suffered from per-encounter system was boss battles. I never found big battles in PoE2 enjoyable, and while megabosses and DLCs did a decent job in raising the stakes, I never quite enjoyed them as rapid, lethal encounters in PoE1 (and IE games)
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What Are You Playing Now: The Other Thread
Wormerine replied to Amentep's topic in Computer and Console
xD I did that with ADOM. Frankly had to whip up dictionary again for Pillars1 as some of the descriptions went beyond my repertoire. -
A really thorough, on point deep-dive into Disco.
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TOW DLC Confirmed!
Wormerine replied to Ethics Gradient's topic in The Outer Worlds: General Discussion (NO SPOILERS)
Excellent. An incentive to purchase and dive back into OW. -
Ever since I played Dark Souls I started to wish for a Gothic game using something similar to DS system - in many ways DS combat reminded me of what Gothic tried to achieve, but was quite horrible at. Still G1&2 are probably the best open world RPGs I have ever played.
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Uuuu... Ex-Arcane people https://www.rockpapershotgun.com/2019/12/13/arkane-veterans-announce-weird-west/ so like Hard West, but hopefully good.
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Hellblade 2 https://youtu.be/qJWI4bkD9ZM I would be excited, if I only thought that Hellblade needed a sequel - there are franchises, and there are one shot creative projects. Here is hoping they will have a story to tell
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I, for one, am somewhat happy that such direct interactions between factions exist at all. Still they seem to be in an awkward spot, where they are not abstracted enough to be a sidecontent, but aren't nuanced and fleshed out enough, to be insteresting or not weird - by that meaning the previous post about genocide, and system doesn't support anything beyond removing the haven entirely. My hope is that Gollop's early references to PP being Paradox-like strategy game, is that with DLCs they plan to work on, and expand the base game as well. However, considering that previously fix bugs reappeared for 1.0 release, because of lack of time to refix them, doesn't inspire confidence in Snapshot team gaving enough man power to support and expand the game. Still, as a backer, there is nothing for me, but wait and hope for the best. The air-combat DLC is something that could tie to faction map movement. We will see. I have been thinking about the game, ever since I stopped playing, and I think my singular biggest design complain is lack of system interaction - any good systemic game needs systems to interact with each other, creating predictable but interesing results and allowing for player expression. That is part of UFO that Firaxis remake ditched almost entirely, in favour of more gamey/controlled experience. What most disappointed me with PP, is that in spite of core complicated mechanics (inventory system, ballistic system) I can't say I have seen the game provide more depth then FiraXCOM. Ballistic system alone, is something the entire game should be built around, and I don't think that is the case. Sure, bullets are traced, but I didn't see much when it comes to interesting decisions to make or interactions. There are nice things about this system, like individual bullets being accounted for, but other then that, the game seems to be designed with the same depth of interaction as FiraXCOM. The individual part system didn't impress me either, and I found FiraXCOMs (or at least LongWar) implimentation of skills like suppression, flashbangs etc. to be a more effective decisionmaking process, then what body part to shoot. What I have been also missing, is a choice of items that would allow us to expand our strategies. Where are shields or deployable covers? Smoke granades? Items to allow traversal, beyond jetpack (you could have stuff like grappling hook, to allow characters to create their own climbing spots, as building are limited when it comes to enterances)? Breaching charges, mines. With flexible inventory system, there is so much once could do, to take full advantage of game's systems.
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It’s unlikely, as it didn’t do very well. It is also Paradox’s game, so it might make more sense to ask them about such possibility. Obsidian doesn’t own rights to the IP.