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molarBear

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Everything posted by molarBear

  1. i guess europeans are more die hard fans of oldschool cRPG. especially russians and poles. at least they have huge communities for post-apocalyptic games (and cRPGs). Apparently euros have better taste at the very least. After all, someone had to play diablo 3 and this crowd doesn't seem like the type. puh-lease, kroner not €!
  2. well i just couldnt think smth else but the rehashing to cut down costs but you got the main idea "what 3D object looks on your hand looks 100% the same in inventory" is also fine but damn, i like the 2d artworks.
  3. she was a ruthless weird bitch yes, we want deities towards this direction
  4. i like how this was done in PST. NPCs with strong accents had the "translation" in brackets also see this topic: http://forums.obsidian.net/topic/60343-cant-lingo-jargon/
  5. i don't know about new cRPGs (except FNV but it only had text for items) but i would like to see items with 2D artwork in my inventory. good examples with artwork that i find "beautiful" is PST and Diablo 2 (not a cRPG ). holding a 3D object in character's hand is something but seeing an artwork of it in the inventory is totally different (better). i actually care a quite a bit about item artwork, maybe it is the remnant of playing countless hours of D2. say, you find this unique item and you're already excited..and you identify it and see the gorgeous artwork! it's a virtual object but feels
  6. copenhagen, denmark i guess europeans are more die hard fans of oldschool cRPG. especially russians and poles. at least they have huge communities for post-apocalyptic games (and cRPGs).
  7. This is actually a big problem in Germany, the largest single market for PC games in Europe. A game that includes explicit child murder *could* very, very (very) likely be banned in Germany if it is not cut out of the game. Thinking about how Germany thought about cencoring anything after WWII and more after the cold war, I am sad to see how they have become so prone to cencoring stuff again. But you know what? ****-explicit deleted (Self cencor, oh the irony) Germany, let the rest of Europe which don't have silly cencor laws have the full product. In the first fallout game, children we
  8. sadly, that's why planescape: torment is one of a kind. i also thought from the previous posts of c. avellone that obsidian wanted to do a "planescape: torment spiritual successor" ('cos we fans were begging for it), not a BG or IWD follow up. ps:t is one of a kind for no publisher in their right mind would again invest money into a cRPG that has low replay value and insane "text" (story, dialogues, descriptions etc.) cost (a.k.a dedication, passion, creativity, detail, philosophy in immense depth). i understand the sales pitch of obsidian in order reach out to more masses but just making a g
  9. i think obsidian can do better than that but i would like the thiefling girls to speak a strong scottish accent like annah
  10. i only like voice acting for PC taunts and at the main points of a story and that's about it (like in ps:t. ah my deionarra! my love!) another problem with voice acting is that: -we can read faster -it needs serious $$$ i'm perfectly okay if there is no voice acting at all (but all PC taunts must be voiced by chris avellone )
  11. i think it is pretty much set in stone that we will have top-down view (isometric). so this thread is a bit on the trolling side.
  12. i think a linux port is gonna happen 99%. it's aimed at 2,2 mil threshold and i think we will close at 3 mil.
  13. i have heard something called crowdsourcing while i was lurking in wasteland 2 forums. i am not sure what it is exactly and how it works but could be a "cost effective" way to translate the game. but personally dear, i couldn't give two chipmunks' buttock swings about localization
  14. In modern RPGs, you are correct. But traps used to be lethal in the IE games. Very lethal. Durlag's tower (BG1, tales of the sword coast expansion) had dozens of traps that could instantly decimate your entire party several times over if you accidently stepped over them. and that was fun? Yes, yes it was actually. Sure, I was swearing like a sailor when my whole party got decimated, but man, when I got through it, I felt like a boss. It just makes sense for a dungeon or whatever to have tons of traps. Anybody remember the Labyrinth or Irenicus's room in BG2? There are also
  15. no DLC or expansion packs...make one legendary game and leave it at that. if not, make project eternity 2.
  16. In modern RPGs, you are correct. But traps used to be lethal in the IE games. Very lethal. Durlag's tower (BG1, tales of the sword coast expansion) had dozens of traps that could instantly decimate your entire party several times over if you accidently stepped over them. and that was fun?
  17. planescape: torment did this right. it had 6 companions only but with immense detail and personalities (i exclude nordom, as it was a "special" companion. regardless, he was also very well written). gimme companions like these and i will sacrifice my firstborn to the ancient evil gods.
  18. if the circumstance arises...why not? and yes, all kiddies must be killable. i might not just go on about killing children out of psychopathic reasons but if those brats pickpocket me sorry...you will taste my axe! let this be a lesson to all of youse rats! and what for? for a fistful of gold! was it worth it? huh? was it?!
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