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Wolfenbarg

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Everything posted by Wolfenbarg

  1. Romances with characters like Fall-From-Grace or Atton when you see that the intent of their actions has some romantic interest behind it felt way more genuine and memorable to me than any full on romance in a game. They just feel more real. Having a child struck me as being hilarious even when I was 13, so fight the urge to put something like that in with all the fire and acid you can muster.
  2. Bigger and longer doesn't necessarily mean better. Remember how much filler content was in the base NWN2 campaign before any of the good stuff started happening? And Shadows of Amn, as awesome and replayable as it is, opted for side questing and depth of the world over a richer, character focused narrative like Planescape: Torment had. It just depends on what the focus of the game is going to be. If it's going to be an experience similar to Morrowind or New Vegas where the world is the story, then make it as large and expansive as you can possibly make it. If it's supposed to be more character focused and allow for your character to develop, then focusing it and limiting side quests to the sort which explore a theme like Planescape or Knights of the Old Republic 2 would be preferable.
  3. That's Star Wars in general rather than just KotOR II and I never had much of a problem with Star Wars system. The issue I have with PE is that as you said....it calls upon the familiar and redefines it(this bit is fine) but it removes some of the core pillars of the standard beliefs without replacing them with anything substantial which leaves it a bit awkward and in need of something more substantial to make it more clear and cohesive. You're not making any sense. In Project Eternity, the passing of a soul is part of the life cycle. We don't know why yet, because that's part of the mystery of the game, just how it was in Final Fantasy IX. You're left with what you feel is insubstantial because you have only read a small teaser about the lore instead of the big picture. And your redefinition wouldn't leave it more cohesive. Why would calling them demons or guardian spirits suddenly make it cohesive if they still serve the exact same function?
  4. If it's like the Star Wars/Fox deal where they just distribute the game and take profits from that while having no say in the production and no ownership of the IP... sure. I wouldn't mind at all. However, I doubt that Obsidian would take that path with a niche game that was pretty much made for digital distribution in the first place. It just wouldn't make sense to have external forces operating around a project they made specifically to avoid having external forces tampering with it.
  5. I agree. Obsidian didn't just ask for funding so they could make a game without a publisher. With all the community feedback they've been taking, they've essentially asked the community to be their publisher. They're constantly asking for feedback, and we know they read these boards. I've used the "Obsidian knows best" line in regards to feminism and the like, but in terms of actual features? Give feedback. I'm sure they'll appreciate it.
  6. I think each level should have some kind of puzzle or obstacle you have to accomplish before you can either leave or advance to the next level. If you have to advance multiple levels just to find an exit, it'll feel too much like its own game or expansion.
  7. It kInd of sounds like a bit too much. Maybe you'll only be able to tackle the levels a few at a time or something, but Watcher's Keep was a very satisfying length at only 5 levels. 13 sounds a little too crazy.
  8. I'd love to see a city like I've never seen before. Maybe something as unique as Sigil, or maybe just take an older idea and paint it with details so alien and strange that just exploring the city feels like something I'd want to do.
  9. I can imagine myself losing a named party member and going to the Adventurer's Hall for a reasonable facsimile. He shall be Edair II, and I shall treat him exactly the same. When he eventually falls as well I shall raise his dead corpse and recount the days of old before Edair Prime was brutally maimed by a dire bear. It shall be brilliant. Or I'll just reload immediately and try the fight again like I did in Baldur's Gate. I don't know if I'm hardcore enough to even roleplay through permanent injuries.
  10. They aren't making a next gen game. They're making a game based on design ideas from a decade ago. I'm sure they'll have plenty of time to make the world and the creatures in it.
  11. Keep it in line with New Vegas or Planescape. It should be dark in a mysterious way, not follow this new trend of games that are just dark and tragic for the sake of being dark and tragic. Keep the mix of comedy and levity that has existed in Obsidian's other games. If it's just totally dark and unsettling from opening to closing, then this project will be a bust.
  12. Hire the guy who voiced Zez-Kai Ell to narrate. He's got one of the coolest voices I've ever heard.
  13. There's nothing wrong with having the game end with a battle, it just has to be built up properly. If New Vegas ended without a huge battle, that would have sold all of its build up short. Same with games like Dragon Age, Mass Effect 2, or Neverwinter Nights 2. Those games weren't so much about self discovery as they were about finding the courage and the resources to face a monumental threat. Forgoing a traditional ending in those cases would have made their build pointless. On the other hand, forcing games like Fallout, Morrowind, or Planescape: Torment to have a single traditional path for an ending would have sucked. It depends on the game and the story they're trying to tell more than anything.
  14. They each have strengths. BG2's few areas all included a major quest or were tied to the main quest in some way, while BG1 just encouraged exploration and gave you a flavor for the world based on what you discovered when you weren't hunting down the next Iron Throne plot. Personally I think BG2's approach would work the best for Eternity. That or a system like PS:T where there wasn't an overworld at all.
  15. Not a fan of that style at all. I feel like there's too much detail missing. I prefer the more defined portraits from Baldur's Gate.
  16. If there are Paladins, I think they should be a faction, not a class. They serve more of an ideal, so having a rigid class seems pretty unnecessary.
  17. At very least I hope that companions use weapons that fit their personalities. Planescape handled that exceptionally well. I don't know if we necessarily need to see teeth return as a weapon or only have 1 sword in the entire game again, but I'd love if swords weren't an accepted default just because that's what audiences expect.
  18. Talking with the girls in the Brothel of Intellectual Lusts was definitely a high point. I had played all the other Infinity Engine games and become so accustomed to fighting my way through everything. I was pretty gobsmacked then to have my favorite location in an IE game not to be a dungeon at all. Another worthy of memory was after I exposed Chief Hanlon in New Vegas. He poured his heart out to me and then to his men on the intercom before stepping down. It painted a picture of just how devastating the war against Caesar had been and just how dire the situation was despite how quiet things were. Plus that resolution to his story arc was particularly... striking. I have to admit that I shed a single tear for Hanlon. So uh... good conversations are a start. There should be more to a role playing game than hacking things up. That's why I always tend to prefer Obsidian games to their equivalents.
  19. Certain race inclusions and general style makes it sound like many other fantasy worlds. That doesn't really bother me though, especially if they give fantasy the KotOR 2 treatment.
  20. I think it should just vary between people or cultures. New Vegas handled that very well. The Legion felt women were inferior, while most other cultures didn't really care. Even with that standard though, individual people reacted differently to your gender depending on their personalities. I'd say they have a pretty good handle on it.
  21. Friendly fire on please. It adds a dimension to combat that is essential for it to be considered tactical, in my opinion. If you can just drop your most powerful spells anywhere you want, then you get closer and closer to making a game where you just roll your face on the keyboard and win. Add challenge, not facerolling.
  22. I think the Infinity Engine games got it right. Almost all of the dialogue was presented through text, but most of the conversation starters, pivotal lines, and lines that would start a battle were spoken. I love that. It makes lines very iconic and memorable without requiring an ungodly expense to voice 3 novels worth of text.
  23. I'd love something like Watcher's Keep added to this game. I'd hope they'd keep it as an extra though. Something which offers more depth to the narrative or hints at other possibilities in the world maybe, but still separate from the story.
  24. I imagine they'll do something subtle like reference the events of the game or talk about the lead character and how much of a douchebag they were.
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