Jump to content

AgentOrange

Members
  • Posts

    57
  • Joined

  • Last visited

Everything posted by AgentOrange

  1. No, as a narrative focused game I want there to be a clean ending to the character's story. I don't mean the ending itself needs to be clean cut and easy to understand, I'm fine with ambiguity, but I don't want the game to be dragged on in an effort to allow the player to "tidy up" loose quests and such; it always ends up lessening any impact the ending may have had when you prance around doing odd jobs afterwords. I thought New Vegas and KotOR 2, and some other games I can't think of, did it fine, where there is a point where it becomes very clear you are on the path of no return, and that is your chance to finish up anything that needs taking care of.
  2. Yes I would indeed like to see Obsidian do a Berserk RPG.
  3. In the end I'm pretty sure Obsidian will come up with their own title, but yeah, I do think Flagellants would make a for very cool variation on the typical, silly, Monk class. It would even be pretty simple to come up with a class mechanic based on it: do damage to yourself to gain power.
  4. Depends how the game opens really. I tend to like in-story character set-ups, like in KotOR 2 you go through the Paragus Station finding a bunch of equipment and decide what you want to use - as opposed to ToEE where you start in a kind of armory and can decide what gear to equip your party with before venturing on. Age of Decadence has a neat combination, whereby you get an opening vignette dependent on your character class, you end up with suitable gear through that.
  5. Sneaking in isometric games is always terribly awkward - in Arcanum crouching and moving like a crab made you stand out less, and in BG you can walk right in front a monster and not get seen - I'd almost rather they remove that aspect entirely; give the thief class a greater focus on abilities such as traps (removal and creation), poisons, lock picking, disguises, etc. Also backstabbing should be possible even after you've been noticed, so long as the enemy is facing away from you. It's silly that you can't effectively stab a person in the back when they have their back to you fighting another person.
  6. They had this in ToEE. When you recruited a companion they would say they would be taking a cut of the gold if they were a mercenary type, or if they were a mage/priest they might just want any scrolls that you found. When I played though I think it was bugged because they didn't end up taking anything. Still, it's a neat idea to have the different companions asking for different forms of payment.
  7. Hmmm, I never though about parallelism between Tolkien's Elves and the Tuatha De Danann. I know little of them, but aren't they something like the Olympian Gods? Aren't all religions gods and goddesses similar if you look at it like that. Hindu has the best gods. I mean they've got gods with elephant heads and ****, it's brilliant. Why is Shin Megami Tensei one the so few RPGs that look to the Hindu religion for inspiration, instead of all the banal **** boring Western religions.
  8. Yup, more choices and consequences is always a good thing. If you want RPGs that let you do absolutely everything in one play-through you may want to stick with Bethesda games.
  9. What if... in a world where some women do actually fight, they would also be strong enough to fight without needle heels to please men? Just for... I do not know... the sake of being efficient? Needle heels? What are you talking about. Look at the concept art and stay on topic plz.
  10. But this is a civilization where women warriors, women in armor, is the norm - armor design is obviously going to be different from our world where only men were allowed to be knights...Maybe the women wanted to have stylistically different armor from the men...I mean there are women's t-shirts in our world that accentuate the form and are more comfortable - why not women's armor that does the same? The human form is beautiful, and there's nothing wrong with accentuating certain aspects of it. It's also way more fun for the artist to draw figures like that.
  11. BG1 and BG 2 - the game the most people seem to want PE to be like - had a number of them. Planescape: Torment parodied the fetch quest with stuff like the Pandora's Box quest, and the Rat Catcher, so I don't think Obsidian will be filling this game with them, or if they do have fetch quests they will somehow make it interesting.
  12. This comic is meant to be ironic right? Because the guy in the retarded hat is over-reacting, and is acting like he knows what all women think. And thinks that the fact that he likes "nerdy girls" gives him the rank of grand inquisitor of the white knights. And is treating that other woman like a slave. The message is that they are both pathetic, right?
  13. I wonder how many times these fancy medieval/renaissance dueling moves were seen in actual combat...I get the feeling most of the time it devolved into trying to bash your opponents skull in using whatever cheap means you could come up with...Can Obsidian implement throwing dirt into opponents eyes?
  14. Well it's not totally new, I mean Arcanum had guns. I never made a gun focused character, but one thing I remember - from the visual side since I don't remember how they were balanced - is that guns could have a lot more variety in how they were constructed and operated. There were a bunch of rare schematics that allowed to create some far-out weapons with interesting visual designs: stuff like Bronwyk's Gun, the Looking-Glass Rifle, and the Hushed Revolver and such. A bow can only be so different, but with a gun you have some more liberty to tinker with the design aesthetics. Of course maybe they're going for a more realistic approach, which is fine, but I always love creatively designed weapons As for balance I feel like they should be able to fire a couple shots in quick succession, but then have a long reload time. Whereas bows could take longer to notch and fire, but never have to be "reloaded".
  15. You may want to check out Geneforge. But for Project Eternity having that many fully branching narratives would be asking far too much; The Witcher 2 is one of the only games I can think of that had fully separate paths in the game depending on who you aligned with, but TW2 was also extremely short for an RPG with a heavier focus on the "cinematics" than gameplay - which is not really what I want from an IE game.
  16. I'd rather have KotOR 2 style companions. P:T companions were weird, but it was a logical weirdness considering the setting. In most cases though the "lol weird xD" style is just used as a crutch by ****ty writers.
  17. Yes I would like this implemented. Always thought it was absurd that your band of "heroes" ran around quaint little towns, brandishing their massive swords and axes no doubt covered in blood and gore. Although it wasn't an IE game, I thought it was especially bad in KotOR2, where your character is supposed to be hiding the fact that they are Jedi, yet there are no repercussions for running around with a lightsaber... (except for I think one encounter, and I think that was cut out). Actually it would be neat if they could incorporate the sheathing mechanic into some conversations...though that would require it to be manual which would get tiring.
  18. I wouldn't mind, so long as absolutely nothing in the game is designed around the expectation that I will be playing two times. Which of course sort of defeats the point of any sort of NG+ mode, so, in the end it's not really necessary. It really only works for Dark Souls and some JRPG titles where there is a some sort of item farming mechanic or an extremely high level cap that is unreachable in a single play-through.
  19. It depends. If the game has a better story than it does gameplay, then the story matters more to me. If the gameplay is better, gameplay matters more to me.
  20. Having a lower level cap makes balancing everything far easier. In games with very high level caps, most JRPGs for example where the cap is something like 99, the developers can't accurately judge what level players are going to be they encounter things like bosses - which is why people often end up having to grind so they can get to a suitable level for the encounter. Having fewer levels, like in Fallout or Temple of Elemental Evil, allows the developers to better gauge the level at which people are approaching combat.
×
×
  • Create New...