Search the Community
Showing results for tags 'Icewind Dale'.
-
And I think the Magic Missile spell is a good example of what I don't like about magic in Eternity. (For those who don't know, Magic Missile is a D&D level 1 spell that most wizards or sorcerers start out with). The Magic Missile spell was awesome in the old IE games because it scaled with your level--the higher your level, the more missiles you could shoot, the more missiles you could shoot the more damage you could do. It was great. That made the Magic Missile spell useful even at high-levels. It was also a great visual indicator of character growth. When I hit level 2 in Baldur's Gate, for example, I don't feel like I'm getting stronger because I can do slightly more damage and have slightly better stats--I feel stronger because instead of shooting out one dinky missile, I shoot two. And then hours later when my wizard is blasting 10 missiles from each fingertip--that feels truly badass. Which brings me to Pillars of Eternity. None of the magic (that I've seen so far) scales with the player, so low-level spells very quickly lose relevance. There are also no visual or mechanical changes to the spells... and that's really disappointing to me. I love Pillars of Eternity, don't get me wrong: it's almost everything I'd hoped it would be. But I always play a wizard/sorcerer character in games like this, so it's disappointing to see that Pillars of Eternity is yet another in a long list of CRPGs that simply fails to (even try to) reach the same level as the old IE games.
- 55 replies
-
- 4
-
- D&D
- Infinity Engine
-
(and 6 more)
Tagged with:
-
Links to Parts 1 and 2: Feargus Urquhart on South Park, Pillars of Eternity, and More - Matt Chat - Part 1 Feargus Urquhart on Baldur's Gate, Shattered Steel, and Fallout - Matt Chat - Part 2
-
- 1
-
- Planescape: Torment
- Fallout 3
-
(and 2 more)
Tagged with:
-
This is probably already a given, but if not I would like to raise my fist in favor of an Icewind Dale 1 style intro movie & Chapter introductions. Kazunori Aruga illustrations + Justin Bell music + narration of written content by a voice actor. This was easily the best introduction of any IE game IMO.
-
I've gone on something of a slow-motion IE game binge lately. I really only got on the D&D cRPG train with Neverwinter Nights, and had only played Baldur's Gate 2 and Planescape: Torment. Now I've re-played PS:T and finally gotten around to the original Baldur's Gate and Icewind Dale. Only starting with the latter at this point, but still. Impressions. Not including digressions on AD&D and its viability as a game system here; that would be another topic. Baldur's Gate is the biggest disappointment since The Phantom Menace. There's literally nothing I like about it. The combat is a repetitive, slogging chore, the dialog with its godawful pseudo-medievalese feels like it was written by a somewhat dim 14-year-old, the humor would only be funny if you were that 14-year-old's stoner friend, the characters are irritating and dopey, the voice acting is uninspired, the music irritating and forgettable, the scenery is repetitive, generic, and unimaginative, and the quests are generic. The gameplay overall feels like neverending busywork, do-this, do-that, but mostly just trek around and save and load a lot. Yech. Awful. I hope P:E takes nothing at all from that turd. I mean seriously people, this, a classic FFS? And yeah, I do remember Baldur's Gate 2 being much, much better. Perhaps I'll return to it eventually. Planescape: Torment on the other hand is even better than I remembered it. Perhaps because this time I remembered enough to be able to roll up a character set up to make the most of it, and then could just let go and enjoy the ride. It's constantly surprising, delighting, and amazing me. It does the exact opposite of what you'd expect, all the time. Every item, character, and location feels hand-crafted with attention and love. Music that's haunting, atmospheric, And the story! Gods below, the story! Walls of text, yes, and perhaps there are better ways of telling that story in a visual medium than just making you read a lot, but wow. And the combat wasn't nearly as bad as I remembered, either, although definitely not a high point of the game either. (Un)balance issues aside, its greatest failing is the lead-up to the endgame -- Sigil is truly inspired from start to finish, but from Curst onward it starts to fall flat. The final scenes int the game are a wonderful finale, but getting there becomes a slog again. What would I have P:E take home from PS:T? That inspired feel. I don't know if that's even possible, but that. The feeling that the people who made it are constantly bursting with new cool things to do to, and with, the player. Icewind Dale: Now this is a surprise. I had heard it described as one big extended D&D dungeon crawl, which sounded like it didn't really appeal to my tastes, but hey, I'm really liking it. It is one big extended dungeon crawl, so far at least, but it's one hell of a fun one. And it's a really beautiful game. Even at low levels -- where I am now -- the combat has a degree of variety, things have been tweaked so that it is actually possible to play tactically, even if the tactics are fairly rudimentary like setting up a simple ambush and luring the beasties into it, and... yeah, that feeling of inspiration that's so sorely lacking in BG but is present in PS:T is back. I did not really expect to like this much, but it's actually really good. Once I finish this, perhaps I'll try ToEE -- that's another one I haven't played because it's "just a dungeon crawl" but if IWD is this much fun, that ought to be too. What should P:E take from IWD? A great deal. The consistent, hand-made, sufficiently original, and beautiful visuals. The tactically interesting combat that isn't a chore. Basically take a modernized version of IWD, add a plot hook that's a little bit deeper than "you're sitting around in a bar dreaming of the future when the mayor offers you a job," and make it a leetle less of a corridor, with some hub-and-spoke areas rather than a straight sequence (it is a straight sequence, right? or does it open up later?), and we're good. Summary? It's striking how different these games are, even though they're all in the same engine and all use the same basic ruleset and the basic system is so similar between them that you can easily jump from one to another. That, I think, is the real strength of the Infinity Engine -- it's a platform that just takes care of a lot of the boring computer stuff and lets the gamemakers focus on snagging the player's imagination instead, in whatever way you see fit. If the gamemakers have the skills, talent, vision, and passion for that, marvelous things emerge; if not, there will be boredom. The most promising thing about P:E is that Obsidian wants to make it. That bodes well.
- 273 replies
-
- 8
-
- baldurs gate
- planescape torment
-
(and 1 more)
Tagged with:
-
I am currently working my way through Icewind Dale, and after a bit of a bad start(I didn't care for the first two dungeons at all, and combat felt tedious), I am starting to like the game, and understand why it was hailed as such a great game. My question is what would be a logical next step after I finish IWD? I am currently torn between Icewind Dale 2, ToEE or Neverwinter Nights 2: Mask of the Betrayer. I'm not sure if I can handle such an action oriented game after I finish the first Icewind Dale, so I might consider playing NWN2:MoB, or properly playing PS:T, as I haven't finished that one yet. Your input would be greatly appreciated.
- 4 replies
-
- Icewind Dale
- Baldurs Gate
-
(and 3 more)
Tagged with: