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About Jackalmonkey

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  1. Or in other words, I'm comfortable describing aspects of the game as problems just as I'm comfortable calling a game good or bad, and I think we all can enjoy that latitude. In truth the concept that games can have problems is taken for granted among gamers and game designers. The kingmaker scenario is generally acknowledged to be a gameplay problem, as is player elimination in long games of more than two players. Other generic problems (arbitrary randomness, encouraging AP, uneven player starting conditions) abound even in successful games and regardless of whether you are comfortabl
  2. Do you? The criticisms noted above have less to do with the game's dissimilarity to an RPG than with its repetition and lack of interesting decisions. The reasons you like the game have been articulated pretty well by Rab over at Rock Paper Shotgun, whose article I linked to above. And yeah, I get it: it's easy to set up, plays fast, and it has a lot of the generic fantasy tropes that people already know and like. As far as the best game of 2013 goes, I disagree obviously and I've only seen interest wane at BGG, where the game premiered at the top of the Hotness and has since disappeared.
  3. Figured this would be worth linking to here, as it's one of the very few initial negative reviews of the cardboard original. Since its publication a lot of its criticisms have been echoed elsewhere. The points in brief: Easy to learn, easy to master: "Once you know how to win, once you have mastered the subtleties (which are about as subtle as a naked man at a bus stop), the Pathfinder Adventure Card Game turns into a dull routine of flipping a card and rolling dice." Mechanically repetitive, repetitive, repetitive: "Basically, the game pretends to have a story, and yet delivers a medi
  4. Mechanically the Paladin seems perfectly elegant and the abilities concert well around the class role. These updates are amazing. A caveat with some of the terminology, though: Reviving Exhortation Zealous Barrage Faith and Conviction Coordinated Attacks Shake It Off Inspiring Triumph Zealous March That's a lot of adjectives, an entire phrase, and why settle for faith when you get conviction into the mix for the low cost of two extra words? You're going to have ample opportunities to purple your prose without bruising the abilities too. Why not: Revive Zeal Conviction Coo
  5. Very similar experience here - the game was just suddenly easier when I restarted after seeing my whole team spontaneously gutted in a Terror mission (despite a lot of save-scumming). Got a good game now and working on Gollop but no idea how close that puts me to the endgame. Open Question: Heavy - worst class? Or am I just misusing him? The rockets seem a real turn-off given that they tend to destroy loot, and I love the Suppression ability but Support seems to bring that just fine.
  6. For those so inclined, Shamus Young of the Escapist penned an absolutely massive critique of the terrible Thieves Guild questline here. Yeah, it's something like five parts, but it's fairly incisive in its criticism, and many of his complaints are immediately applicable to most of the game. Young's experience is pretty much the same as mine. I gave Skyrim about 10 hours and then got wrecked by the usual problems facing stealth-based characters in worlds that level up alongside you, but that was far from the root of my problems with it: brainless fps gameplay with no tactical considerations,
  7. Oh man, the comments section for that blog entry is dire in its nerditude.
  8. Wow, some kind of thread: hither an excruciatingly detailed design pitch, thither nostalgia for the halcyon days of your Interplay forebears. Am I alone in finding it depressing that when people have the freedom to express precisely what they want, about half invariably ask for sequels [to sequels]? Say Obsidian, how's about something risky? Or risqu
  9. On the one hand I do wonder how this hasn't happened yet, and on the other hand: oh please no. I mean, I liked Dawn of War, which was an excellent tactical game, but there was nothing compelling about the setting, character, or story. Every faction in that silly universe is entirely unsympathetic, not merely for whatever passes as their ideologies but for how poorly drawn those ideologies are. In 40k, the 'good guys' in their various forms are religious fundamentalists that are marketing to Stormfront neckbeards, the 'bad guys' are S&M/bodmod drones to pander to goth neckbeards, and the re
  10. HELLO OLD FRIEND Doesn't all this talk about the Deadliest Catch just make you want to design an ASCII Alaskan fishing roguelike? * ^^VV^^^^^^^^^^^^^^^0000 * you caught * * ^^VVV^^^^^^^^^^^^^^^000 * *LOBSTER!* * * ^^^VVV^^^^^^^^^^^^^^^00 * * * ^^^^^^^^^^^^^^^^^^^^000 * +1 FISHING * * ^^^^^^^^^^^_[[ ]_/_^^^0 * * * ^^^^^^^^^^^\______/^^^^ * (< (< * * ^^^00^^^^^^^^^^^^^^^^^^ * ,' /`99/` * * ^^0000^^^^^^^^^^^^^^^^^ * >']]::(,.) * * ^^^00^^^^^^^^^^^^^^^^^^ * `'///\\\ * * ^^^^^^^^^^^^^^^^^^^^^^^ * * * ^^^^^^^
  11. I used to share your cynicism, but then I played Arkham Asylum, or: How I Learned to Stop Worrying and Love a Tie-In Game. You're right that tie-ins are usually lousy cash-ins, because they typically try to get by on IP alone. Good tie-ins are successful because they have a great alignment between theme and gamplay - in Arkham, Rocksteady nailed the gameplay of CQC and stealth. The greatest accomplishment of Arkham Asylum is that your character will perch deftly on a gargoyle wearing tights and big ceramic bat ears and you don't feel like some fiddly furry creep - you feel cool, and you feel l
  12. South Park and Obsidian are a terrific marriage. One, it's an opportunity to showcase the breadth of Obsidian's design capabilities. Two, South Park is a globally recognized IP that will get mainstream PR pickup and call further attention to a company we love (albeit under the iron thumb of THQ). Three, complain as thou wilt about Trey and Matt's juvenalia and libertarianism, but the fact remains that they literally crap gold pretty much all the time. Sure, literally, as in they literally can't walk three feet without filling their pants with several kilos of creamy golden bullion; as in anyon
  13. A question for those of you who've gotten appreciably far: does the game world ever open up? I played through to Coruscant and was unimpressed by the instanced and discontinuous nature of the game world. I've not played WoW in a long time, but players could run from one side of the continent to the other if they so pleased, and I think Blizzard only expanded the openness of the world in recent expansions. Moreover, everyone participated in the same game world all the time, which added to the world's sense of persistence and the player's sense of immersion. In my brief time playing TOR,
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