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Everything posted by Starwars
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I don't really care much just no.... stupid gore like the exploding people in the BGs.
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One of the most beautiful melodies you'll hear:
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Forton is a Joke!
Starwars replied to Hellfell's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
I wonder if his first name will be Mike. -
What are you playing now - the plays the thing
Starwars replied to LadyCrimson's topic in Computer and Console
I'm replaying Deus Ex Human Revolution, though I don't have much time to play overall. This is, despite some bumps here and there, easily one of my favorite "modern" type games in recent time. It's fun to play, it's mostly intelligent, it brings up interesting issues, it has a great atmosphere, it is beautiful. There are a million things I could nitpick, some fairly large issues even. But all in all it's an extremely enjoyable game with a lot of heart put into it. -
Yeah, though Normal is too easy in my opinion. But even on Classic, I think there is a tendency that is similar to some RPGs... in that the game is kinda more fun in the beginning in some ways. Even if you can get pwnd quickly later on, it doesn't feel as exciting or nerve-wracking when you get all the advanced abilities and equipment. I always like it when you're struggling to find your momentum in the opening parts.
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I really wish there were less UFO missions overall. Those really strike me as the most... well, boring ones really. Tactically speaking, they just feel so cramped. Which may be a challenge in itself but is not too fun to play in my opinion. Plus, the bigger UFOs have those horrid camera/movement issues. Bomb Disposal is always a complete crapfest (in a good way) for me. They're always "ohmygodohmygodohmygod" experiences. Would've liked to see just a few more of those, though still keep them rare. Just like the terror missions. They're also lots of fun and very "panicky". But yeah, probably good there aren't too many. The escorting ones are kind of annoying... Don't like the "let's spawn Thin men" gimmick they've got going. And the regular ones are often pretty fun, varies a bit on the map. But they usually work well. It's been such a long time since I played the original game, I can't remember at all how the various mission types were divided up there.
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I grew a moustache last November but not planning to this year. I think it can look great on some people but I have a face that is like... It's not built for a moustache at all. I have pretty weak jaw, and can't grow a really thick moustache so I just end up looking like... Well, something not so handome.
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good and bad from Arcanum
Starwars replied to Michael_Galt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
No, you are right. There is some bug that causes the waypoint system to not work. I am not sure what triggers it, if it could be certain pieces of equipment or what but I have definitely gotten it as well. And it makes the game a bit annoying to play. I think Arcanum is a good game to discuss because it really did do some rather interesting things and had interesting ideas. Far from everything was implemented perfectly, and some of it comes directly from its steampunk setting, but I really hope the devs take some time to study it a bit. Also, while the game is wildly unbalanced, it is still the best game I have played when it comes to activating my imagination during the character creation. The sheer wealth of options, including the in my opinion fantastic split between technology and magic, really made it good for roleplaying. -
^-- Definitely worth tossing a couple of dollars into. slowdive is a good guy.
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good and bad from Arcanum
Starwars replied to Michael_Galt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
I'm replaying the game at the moment. Something I really love is the main quest actually. The story is not amazing per say but I love how much investigation is incorporated into it. You're researching the past to solve the mysteries of today, visiting the Hall of Records to locate individuals etc. Sometimes it feels like a detective story which is fantastic I think. Especially since the game is still a twist on the ancient evil and chosen one things. But you're not gathering allies, raising armies and other rubbish. Nope, you are investigating. I love that about it. It also doesn't shove you in the direction you need to go. The main story is pretty linear with many "story-points" so to speak that you have to go through but the game really doesn't push you along which is rather refreshing. I'd prefer the local maps to be a bit more zoomed out to have the oversight. But I sure wouldn't be opposed to having a waypoint system like in Arcanum. I also loved the inclusion of addresses, and the fact that the streets have names. Main problem with the game is in my opinion that there is too much filler. Too much fighting that feels unnecessary especially. -
It's probably a bit fanboy-ish of me but I'm kinda worried that this will turn out to be a disappointment seeing as how Frictional is only in a producer role for it... That said, I love the idea of "A Machine for Pigs" conceptually. It sounds like it could be something really disturbing.
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More shameless self-advertising (maybe I should start a new thread for us home-recording superstars). Not the best recording here, this song is pretty tricky to play. But I wanted to get it up there, so.... there it is.
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Spent most of the day in weird denial that I'll be working the night shift all weekend. Feeling a bit whiny overall to tell the truth since, well... It's just not that bad really to work a few nights, I mean come on! But oh my god, I've found it really isn't for me.
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OWB is easily the worst of the DLCs combat-wise and the main reason I rank it the lowest. It's just... annoying to play. However, don't be afraid to use the melee weapons you find the in DLC, even if you haven't leveled the actual skill. They can be really effective.
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As with all systems, both can be done good or bad. But my general preference is definitely for turn-based overall. I believe you can create very tactical situations with realtime w pause but there is something about that system (well, for all the games I've played that uses it) that fails to switch on the "tactical thinking button" in my brain. In turnbased systems, I will think things through, advance slowly, set people up carefully, make use of all my abilities. Whereas in realtime w pause it's like... I'm just unable to function that way for some reason. I often just find it frustrating and chaotic to control. It's like there's something about it that just makes me want to get through it as quickly as possible, it doesn't hit that "oh yeah, THIS is gonna be a great challenge" feeling for me, even though the fights may indeed be challenging. That said, obviously not a dealbreaker for me at all as I pledged a large sum of money (for me). Since the devs obviously want to go for realtime w pause, then that's what they should go for. And I think the fact that they can design a system from the ground up will make a big difference. I always found it immensely frustrating to have the turns yet in a realtime environment like the D&D games tended to have. Dragon Age was far from a perfect system but I really enjoyed that a lot more in that well... I just thought it flowed better, controlled better. With some tweaks here and there (some fairly large admittedly) and better encounters, I could've really grown to like it a lot. I'm hoping PE will do just that.
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Update #28: What We're Up To
Starwars replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
And he will read out each country name in that native language. ONLY THEN WILL WE BE SATISFIED!- 189 replies
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- Project Eternity
- Official Update
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(and 2 more)
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Update #28: What We're Up To
Starwars replied to Adam Brennecke's topic in Pillars of Eternity: Announcements & News
Isn't the Internet grand sometimes? It boggles the mind really... haha.- 189 replies
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- Project Eternity
- Official Update
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(and 2 more)
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I really like this game overall but I can't imagine being less excited by that DLC announcement. "Story missions" is pretty much the exact opposite of what I want more of in this game and the unlocking of tech earlier in the game as a reward is just... eeeh. Disappointing. But oh well, at least base game is great fun on its own.
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Walking background characters
Starwars replied to TheFrozenRaven's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Torment also had a lot of NPCs going through any one area (often from one ward entrance to another) as well as NPCs standing around and such. It worked really well in Sigil I think, really brought it to life. And you could engange in conversation with everyone! I think this is a pretty important part of cities in RPGs. I'm not normally one to shout for "immersion" and all that junk but this is an area I feel should be treated with care. Aside from good and dense sound-design, having lots of movement in the cities is important. That is, NPCs walking around, good idle animations for NPCs, and possibly animated backgrounds where it makes sense. EDIT: Also forgot to mention. Just having these NPCs who flow from one area entrance to another sells another often overlooked point... It looks like these NPCs are heading somewhere. This is an area where Oblivion completely failed with its NPCs because they would often just... Walk a few steps here... then a few there... then stare into the wall... then walk a few steps here... Until *suddenly* something was acticated in the scrips and they had to head off to eat or whatever. You could *tell* very easily that it's just an illusion. Sometimes simpler is better. -
Good, because that is an excellent song.
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I really like the Arizona Killer quest from New Vegas, which is the quest where you have to assassinate President Kimball for Caesar's Legion. Loads of ways to do it depending on your skillset. And also plenty of "unscripted" ways if you want to get really creative yourself. The game has a few such gems, dealing with the Kings for the NCR or handling Benny... Excellent design in some of those quests. Purely writing wise, helping Ingress in Torment really got to me when I first played that game. I was so happy when I was able to help her out. Simple quest but the writing really made it come alive. I really liked the infamous Gnome quest in Arcanum also, and I liked that you couldn't really do much about it. However, I wish there were more ways for the player to *attempt* to do something about it. It ends too abruptly as is I think.
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Replaying Arcanum... Terrible Beauty, high Charisma, female Half-Orc, gunslinging technologist... GO!
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I would welcome companions that are not... compatible with each other, maybe it even coming to a fight if things are taken far enough. But... A) have them choose their moments. Please no retarded in-fighting if you're in the middle of dangerous territory, at least not between companions that have more than half a brain. B) make the player have some influence over it all. If he is skilled enough in CHR or persusaion or whatever, have that come into play. To be honest, I'm more interested in the interactions with the player character overall. I loved in Torment that both Ignus and Vhailor were rather... dangerous in the sense that you couldn't just say anything to them.
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^---- Queen is so awesome. Can always listen to them... it always works. Also, I hope people won't mind if I post more of my home-recorded crap in here. Check out another recording I've done of a song I've written please: http://www.youtube.com/watch?v=cK9wXmvvnzA&feature=youtu.be