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svartelric

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Posts posted by svartelric

  1. Learn English.

    This.

     

    I speak 6 languages, I don't need any of that, nor any other non native english speaker on this forum; you, on the other hand, probably only speak english and I don't even know at what level. I'm not concerned about me, I can play and usually enjoy more a game in its original language; but considering that Torment is relatively unknown in Italy due to an italian translation certainly is alarming (a fan made mod exists, but its fairly recent).

    Keep in mind that Italy is a very large market for videogames. Also, if you can reply in Italian, do so, otherwise you can shut up and pretend I'm not here, I don't need that attitude, thank you.

    • Like 4
  2. The romance in BG was too invasive in my opinion; Torment's approach is something I find more interesting and nuanced, and a good compromise could be the KotoR2 or New Vegas way...

     

    The point is, in my opinion, that the romance in the game should depend on the lenght and depth of the game itself; romance should not make or brake the game, but rather occupy a niche (optional, preferably) that sometimes, maybe even in important parts of the story, overlaps with the main storyline.

     

    I think it should be a minor storyline that could be activated or not, like any other sidequest.

  3. Nope. There's never a time when More Options are a bad thing. And You can call it "hand holding", and a product of the "modern era", or whatever, but dungeon exits at every level have existed in RPGs since like, forever. BG2's watcher's keep had them. Temple of Elemental evil, not only had exits on just about every level, but it also gave mages the Teleport Spell, so that they, and their entire party, could instantly exit the dungeon from anywhere in it.

     

    I'm all for Teleport/Recall spells, it seems a much more reasonable way to leave the dungeon than having an exit on many levels of the dungeon; on the other hand, a secret shortcut or two to be discovered as part of the dungeon crawl seems like a good idea!

     

    My idea is that a dungeon called the "Endless Paths" should be an immersive experience, if not an extreme challenge; it should be a flavour dungeon, rather than a Diablo grindfest (I'd hate to see things like that in PE, I don't even think that Diablo 1 should be considered a proper RPG - you play no real role, other than mashing buttons, and that is not my idea of game either).

     

    Also, if multiple exits are made, I think they should not be a direct way out; instead, I would love to have an intermediate map, between the dungeon level and the world map.

     

    How does that sound?

  4. Totally agree, music can do such a big difference when playing an RPG... I really really loved Mark Morgan's soundtrack for Fallout 2; but Morrowind's score was an all time favourite of mine, and still is. I guess I don't recall any more recent scores because most recent RPG got old for me real quick, so I quit them after a few play sessions (like Witcher, Oblivion, and that other one I can't remember, it was a fantasy rpg... oh well).

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