Everything posted by Dream
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Torment: Tides of Numenera?
True, but currently the game feels little too much like pure nostalgia bait. "Hey, remember Torment? Yea, we're Torment too! We even have a deep question and a weird looking city that's alive and has connections to other dimensions throughout the universe called Not-Sigil- I mean called the Hive- I mean called The Bloom!" I'd rather they just make their own game with an interesting story in a quirky setting rather than try and ape Torment at every turn. I can just imagine playing the game and going: "Oh hey look, a seemingly unimportant quest to get a useless object... I wonder if that's going to turn out to be the key to unlocking everything at the very end of the game; what a twist that'd be!"
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Torment: Tides of Numenera?
The whole "what does one life matter?" thing feels a bit trite. PS:T never marketed the whole "what can change the nature of a man?" bit; it was just part of the story. Here it seems like they thought up some "deep" pseudo-philosophical sounding question and are now trying to figure out how to make a game around it. It's like a couple of guys got around for beers and had this convo: Dude 1: Dude, we should make another Torment game! Dude 2: Yea, man, but would it be about? Dude 1: I dunno dude, but Torment was deep and ****. You know, that 'what can change the nature of a man?' crap. Dude 2: Yea! We need some deep question for this game too! Dude 1: How about... how many roads must a man walk down? Dude 2: That seems a bit unoriginal, lets do... what does one life matter? Dude 1: Duuuuuude!
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On combat - item swapping and armor deterioration
FNV's repair system was the definition of an obnoxious as **** in a "is this a job?" kind of way mechanic. Just saying.
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Language - How should people talk?
The big conflict should be the dawgs vs the bros.
- Characters from games that you HATE and don't whanna see in PE (or even be inspired)
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Statistics of Weapons -- what should they model?
The opportunity cost is that realism doesn't equal fun. Games are only modeling the "wrong" elements insofar as those elements are not realistic, but if modeling realistic elements makes the game less entertaining then what's the point? There are already a hundred things in even the most anally hardcore "realistic" games that aren't realistic; so what's a few more in a fantasy game that is decidedly not realistic. Also the argument that by making something more realistic one guarantees that it will intuitively make more sense to people isn't really accurate.
- Technological Level in PE
- Characters from games that you HATE and don't whanna see in PE (or even be inspired)
- Type of Romances you liked
- Crimes and misdemeanors
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Statistics of Weapons -- what should they model?
There's your problem.
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Statistics of Weapons -- what should they model?
Damage, speed, and damage type. Everything else seems excessive.
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Subduing Enemies: Alternative paths to Combat resolution
They weren't?! I demand a refund!
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Subduing Enemies: Alternative paths to Combat resolution
If it were easily doable they should send a Ferrari with every copy of the game.
- Adventurer's MOBA Hall
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Is this game worth getting?
Not if you enjoy using a keyboard/mouse. Either get it on a console or buy a controller for the PC because the control scheme is a train wreck.
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What would you like to see in a Dungeon Siege IV?
A control scheme that actually makes sense. This is literally the only game I've ever played where the controls were so bad that they were the reason I stopped playing. I mean how hard is it to just load up Diablo and copy that?
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Language - How should people talk?
You mean words and phrases like: "Frenemies?" ,"Google it" and "Yolo" Let's keep modern crap out of our game's language please! I'd like regional dialects with original concepts. As long as there's a region of bros I'll be happy.
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Language - How should people talk?
I vote they speak like modern Americans, bro.
- Planescape: Torment successor announced. Set in Numenera universe.
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Planescape: Torment successor announced. Set in Numenera universe.
Except the FF franchise was like that from the very beginning with a new game coming out every 1-2 years. Taking a game from the last century that never had a sequel and all of a sudden claiming that NOW it's a thematic franchise is slightly different. Really, that's your argument? That's really cute.
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Planescape: Torment successor announced. Set in Numenera universe.
That type of content encapsulates the Planescape theme perfectly, but it has jack **** to do with torment. If you're making a spiritual successor then call it that, but don't tell me you're making the next Torment and then say "well it actually takes place in a different setting, doesn't have the same characters, won't have any actual links at all really to the last game, but since we're now calling Torment a 'thematic franchise' we feel it's accurate for us to call this the next Torment!"
- Planescape: Torment successor announced. Set in Numenera universe.
- Planescape: Torment successor announced. Set in Numenera universe.
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changes in the realms
Heh, I do agree with you in concept; just not in your example. Maybe I'm still bitter about BW's massive hyping of the importance of decisions in ME3 (in the lead up to ME3 they even specifically mentioned the Rachni Queen as an example of a major decision that would come back to haunt you). Personally I liked the way Torment did it. There pretty much everyone got the same ending but based on how you played the game the "feel" was definitely different.