Jump to content

Leostoa

Initiates
  • Posts

    2
  • Joined

  • Last visited

Reputation

0 Neutral

About Leostoa

  • Rank
    (0) Nub
    (0) Nub

Badges

  • Pillars of Eternity Backer Badge
  • Deadfire Backer Badge
  • Deadfire Fig Backer
  1. It was quite a surprise that such a great sequel didn't sell like the first game. After all, pillars team did a great job with these two games, many of us waited so long to enjoy with games like these again, and it was a pleasure to crowdfund these for my part. After burn out with these projects, better just take your time. No reason to work new titles without proper passion. Open world game, with good DLC's and sea shanties worked totally for me. Some players seem to like more the first one, others tell that second one was better. I think there was good deal of development made for the second game, some of which made it easier to play. Second one was easier, but I enjoyed playing it with potd, it feels like hard+ instead of more difficult potd in POE1. Open world was enjoyable, but there was nothing wrong with the previous poe's world either. I could suggest major and addictive "cat and mouse"-play with enemy whose story also advances and end with yours (like BG 2 and POE 1). I am not counting living statue god as such a dear enemy. And keep it simple, most of players aren't philosophers really. In BG 2 they used well that double enemy team (tragic siblings Irenicus and Boddhi with inner motives that are easily identified) creating drama, also showing time to time a bit of their travels. In POE2 there was a bit of "cat and mouse"-play with Benweth in "blow the man down" quest, but only for starters. Team members story could intertwine with your story via their enemies, who should be dealt before moving the end of your storyline. So instead of POE's team members voluntary sidequests, those enemies would be part of your story if you decide join certain team member. So if you decide to team up with a gambler, run away prostitute or hiding assassin their history follow you no matter what. This would increase replay value, since you would be facing different yet powerful enemies with different team members.
  2. I really liked those fate points. It's a classic thing to succeed picking lock and open that perfect safe that no thief can open. Or to succeed any other as impossible task. Arcanum was a nice game, but that's about it. I just found out about Project Eternity, and I am very happy that consumers are finally heard in matter of having these old-school rpg's again. I loved BG, Torment, Fallouts and Icewind Tales too. Arcanum wasn't that good, but there were some good ideas, like trainers. It's absolutely great that funding via kickstarter makes it now possible for us consumers to donate money for making such games we really are missing. I will donate my modest share for every decent rpg that skillfull programmers are going to develop.
×
×
  • Create New...