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Nonek

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Everything posted by Nonek

  1. If you map the Cube it becomes infinitely easier, if I remember correctly the hard difficulty version in which you acquire Nordom and face the Wizard is set in an 8 by 8 cube. The loot and experience from clearing out these rooms is tremendous, and quite easily gained for a reasonably melee focused Nameless One. If you map the Cube, know exactly what to look for, and know to avoid confronting the Wizard until after you've recruited Nordom. You could accidentally lock yourself out of much of N's development in dialogue if you stumble into the Wizard lair without him. I always just ran by the majority of the Constructs. I may be mis-remembering but if you collapse the hard dungeon, recreate it and then go through again, your confrontation with the newly recreated Wizard will reboot Nordom's responses if you bring him with you. Though obviously this is even more of a repetitive and grindy time sink.
  2. Yes that can't be denied and it's subjective as to whether the conversation with the Wizard, Nordom's acquisition and the loot is worth that much effort. Especially for a Mage Nameless.
  3. If you map the Cube it becomes infinitely easier, if I remember correctly the hard difficulty version in which you acquire Nordom and face the Wizard is set in an 8 by 8 cube. The loot and experience from clearing out these rooms is tremendous, and quite easily gained for a reasonably melee focused Nameless One.
  4. Listening again one can most certainly hear the Poledouris influence towards the latter half, rather mournful but quite charming.
  5. Nonek that is a very negative view of this KS, I'm glad I believe in the vision of this game and will happily back it My view of the Kickstarter is not negative at all, and nothing that I stated even suggests as much! I just can't realistically see how a modern game can possibly match the original Underworld, the scope of games has shrunk and streamlined too much since the early nineties Take the Labyrinth of Worlds that the second game offers, each rich, varied, reactive and sometimes massive, one can't look at modern games and ever think they'll match such a feat. Never mind the dungeons of Castle British or the Stygian Abyss itself! Edit: I would love to be proven wrong on this, and see a resurgence of this type of quality and content rich games, but I honestly don't think most people want anything so rich and dense, or that it can be made now.
  6. I'm afraid that i'll have to remain spectical, recreating Underworld seems to me an almost impossible task now, the game was so rich with content, features and depth that it makes modern 3d games still look like sparse tech demo's. The spells alone provided massive amounts of differing effects, the items and their manipulation was the equal of most modern crafting systems, the characters and their dialogues and reactions were impressively varied, while the gameworld itself was enormously reactive, detailed and full of atmosphere and narrative excellence. Putting all of these things together, along with whatever i've forgotten, I really can't see how a modern game can compete. I will have to wait for release and reviews from trusted sources to see if it can, caveat emptor allows me to do nothing else unfortunately. Still I wish them all the best.
  7. Very good, the opening reminds one of Father Gabriel playing atop Iguazu Falls in the Mission.
  8. Playing Torment and the traditional nine alignment axis of the game is really magnificently implemented, not because the nine alignments are inherently attractive in and of themselves, but because they are fluid and reinforced by the mechanics of the game. If one had to choose an alignment at the beginning of the game, and play throughout it in such a way, then alignment would be boring and simplistic but the shifting and fluidity really bring this system to life and serves as yet another choice and consequence system. I can make decisions as I wish, not constrained by a system and simply see where it leads me, and unlock content and items based upon that. I am what I do in action essentially, it's very good.
  9. Personally i'd like something unique and original, a weird setting full of unexpected and odd depths. Realistically if I were Feargus i'd look at perhaps an action RPG in the Poe setting, a short, tight adventure packed with detail and dynamism, perhaps set in the Endless Paths of Od Nua so that assets can be re-used and maybe a bridge formed between the two games. Tweak the rule system, make more unique and animated (but fewer) character models. Use the experience Obsidian gained working on Dark Alliance 2 and Dungeon Siege 3 to make a thrilling, headlong adventurous foray into Poe. Perfect as an introduction to the main game as well.
  10. "But helpless pieces in the game He plays, Upon this chequer-board of Nights and Days, He hither and thither moves, and checks ... and slays, Then one by one, back in the Closet lays." A wise and revered Muslim.
  11. Hah, found new content in Torment, in the evening in the Dead Nations the Skeletons hold a prayer meeting with Hargrim preaching from the pulpit. Never seen this before, reminds me of the Fellowship meetings in Britain, great stuff. What the devil is that Asari doing to your Shepard, by the looks of it she's not embracing eternity but something else!
  12. Personal preferences. 1. Optional mode that has fixed campsites. 2. Rations and mechanics for starving and dehydrating. 3. Disease, long term wounds, scars and poison effects. 4. Limited inventory, backpacks and other containers (scabbards, coin purses, hidden sheaths etcetera) to be used and shown on the character model. 5. Turn based combat. 6. Magical damage seperated from physical damage. 7. Living world and NPC routines. 8. Functional economy, differing currencies and denominations, and a banking system. 9. Non combat spells and skills. 10. An expansion of and further detailing of the Reach, adding to and building upon the established content. 11. Consequences for abandoning or losing a quest. 12. Ritual spellcasting and further dabbling with Animancy. 13. Horses or wagons as a fast travel option, similar to Fallout 2's Chrysler, with T Ray jacking again perhaps? 14. Walking toggle. Edit: I'm so easy to please!
  13. Erm my Spanish is not very good but the gentleman seems to be talking about his brother in law and some rather backwards views, I think the audience and host may be laughing at him. Amusing re-use though.
  14. Thought this was rather inspiring and positive: https://www.youtube.com/watch?v=jraM0fF0xi8
  15. Oh i'm certainly not against graphical excellence, I appreciate it and expect it to improve with every generation, along with every other aspect of the medium. I'm merely saying that with stylised aesthetics such as are used in TF2 or WOW, one does not necessarily have to have the bleeding edge realism of the new. Personally I find what is functional for me extends to far more simple graphics, but I certainly don't want that to be the norm, and I expect far more than pure functionality. For instance I find this to be absolutely striking, but hardly a graphical powerhouse, nor does it need to be. It achieves a distinct aesthetic that reinforces the period and gameplay, at one assumes a far lesser cost than for instance the latest God of War: https://www.youtube.com/watch?v=u8F0syDVcho Edit: I certainly hope that it will be ported to PC.
  16. One assumes now that we must simply request that this be added as a feature for patching, the expansion or whatever, as the game nears completion. Unless some gentleman or lady modder sees fit to intervene, in their wisdom.
  17. What is strange for me is how seamlessly one can introduce stylised elements into a largely realistic game, for instance in the Witcher 2, which has a very realistic art design there are exceptions: The size of LaValette castle is outrageous, it humbles even some of the greatets fortifications we've built, but lends a daunting air to the stronghold. While in Flotsam the vast virgin forest outside the towns gates is once again unfeasibly massive, and this is obviously used as an opressive mechanism, warning the player of the danger beyond civilisation and Iorveth encroaching on the town. Quite a well designed approach in my opinion and a nice blending of the two aesthetics, yet in my first playthrough I hardly noticed and simply accepted these elements. Edit: Or for instance Warhammer 40k and the Dawn of War games, with the realism and one step in the future aesthetic of the Imperial Guard mixed with all of the fantastic outrageousness of all the other factions, Orks, Astartes et al.
  18. Playing Torment I find that I am perfectly content with the graphical fidelity on display, in terms of quality I can see that it can be improved in many ways, but it is in no way hampering the game for me, especially with the Widescreen mod installed. (Much obliged dear mod makers.) What is strange is that sometimes I am finding stylised, graphically inferior pixelated games preferable, for instance the remake of the Monkey Island game just do not have the charm of the originals, for me it was worth switching to the original mode even though I lost the voice acting. Now is this a preference between stylised and more realistic graphics, or is it merely a personal preference regarding art design? There is no doubt that games are approaching stunning almost realistic levels of fidelity, but is that needed? Personally I found the art design and the almost watercolour like backdrops of the first Witcher game to be just as stunning as the second games admittedly beautifully rendered world. Have we passed the point where graphics are fit for purpose, where they do the job they are designed for adequately, and are now adding bells and whistles that are not really needed? Of course i'm not saying that the Witcher 3 does not need to pursue graphical excellence, merely that perhaps smaller developers do not need to. Sometimes simple artistic and stylised graphics can and do seem to trump realism, remaining relevant and striking while what were the latest and most sharp of visuals are quickly tossed aside by the next challenger on the throne of graphical fidelity. When the next generation of cutting edge graphics arrives the Cryengine games will most probably be judged in retrospect as, pretty and impressive for their time, while games that have a stylised aesthetic, a unique art design and an innovative approach may be judged as timeless, such as Torments Gaudi inspired Sigil. Of course ideally one can have both. So in summary what do you prefer? A strong aesthetic approach to art design, a level of realism that remains at the cutting edge, stylisation that never ages and sets a unique tone or some mix of the above?
  19. A good point, rolling a Dwarven Berserker or a Conjurer seems a little pointless when Korgan or Edwin become available later on.
  20. It does seem counter productive and quite frankly asinine.
  21. Are the dyed hair and the glasses part of a mandated uniform?
  22. Whichever has the most fashionable facial fungus.
  23. I'm fine with outhouses being included in the game, adds a layer of verisimilitude and opportunity, for instance we are casing a stronghold looking for a weak point to exploit, we notice a guard nipping off to the loo because of a touch of Vaillian belly, and sneak in while he's gone. Or we are hired to assassinate a well guarded noble, and devise a murder plot somewhat like in the Godfather. There are a hundred and one possibilities, if one is willing to look at them in a positive light rather than seeing everything but alternate conversation and combat as not worth including, because it is not core to the experience. Personally i'd like a game with more detail, more features, more complexity and a positive need to prepare and think about ones strategies rather than just abstract away everything that might cause the smallest amount of work, or even an extra few clicks for the player. There's a lot to be said for having an internally consistent world, filled with hand crafted content, that is awash with details and reactivity, and when the fantastic elements intrude then they seem all the more fantastic for their breaking from the norm. Just my opinion however.
  24. Not surprising, apparently the male dominated Wikipedia purged itself of the feminists for reasons that must only be because of feminism. Then again, was reading people commenting that it is ok to break a site's policies if it is to...uh..defend yourself from hate groups. I'd thought these people would be against ends-justify-the-means thinking, but there you go Quite consistent with the consumer hate group that anti-GG are becoming however, with their elitist attitude, unflinching scorn for the diverse masses whom happen to play games recreationally and their judgemental dogma such twisting of the truth and bending of policies is a natural side effect. They believe they are righteous, even though they champion corruption and demonisation of millions, and ergo any action they undertake whether it be doxing, death threats, assault with mace, ending someones employment or condoning death camps and the Nazis, is righteous in their eyes.
  25. And whether the Last Wish still applies, due to the fact that Yen and Geralt were very near death or maybe even died in Rivia. Personally i'm assuming it does, as Geralt still had half formed memories of a sorceress being important to him, which Triss manipulated to her own ends, and not even the Dearg Rhudri's amnesia could entirely dispel that.
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