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Showing results for tags 'exploration'.
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For starters: I am starting this thread influenced by series of videos titled “Boss Keys” by Mark Brown analyzing dungeon design in Zelda series: (https://www.youtube.com/playlist?list=PLc38fcMFcV_ul4D6OChdWhsNsYY3NA5B2) While I played a lot of games clearly influenced by Nintendo's work, as someone who never owned a Nintendo console I found his videos on Mario & Zelda series fascinating. The only Nintendo games I played were: Super Mario Bros on Comodore 64 (was it even official?) many many years ago, and Mario Kart and Super Smash Bros, Brawl for Wii, thanks to my modest undergradua
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so sometimes, especially my two most melee characters, have ineffective weapons. I have a rogue who has piercing/slashing and can swtich to crushing/piercing. sometimes neither seems to be effective. some monsters don't have their DR stuff listed yet. I was wondering if the Prima guide might be of help, or if anyone here had suggestions. what I have done with my rogue and fighter have been to use one melee one ranged. I just got a ranger, so I can switch up the fighter. also, I am the least effective member of my party (if I can keep mage alive) the rogue invisibil
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I was digging through my old games library and found myself playing this gem again for the Xth time. While i do appriciate the experience again with the graphics, soundtrack and the sense of exploring an unknown and varied world, i couldn't help wondering if there is any FPS that has captured the same feel and atmoshere as this one did. (I played it with the latest patch and the high-resolution textures installed) Are there any similar ones, or was this game just a fluke among vast wasteland of FPS games? And no, Unreal 2 doesn't count, that game failed miserably on almost every level.
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Just finished replaying NWN2 expansion Storm of Zehir (played it through before right when it came out) and thought to share some thoughts, especially as SoZ contains many of the features one might hope to see in PE and being Obsidian work is obviously something they would draw from. http://en.wikipedia.org/wiki/Neverwinter_Nights_2:_Storm_of_Zehir ** Will contain some minor spoilers. ** First to get it out of the way, the interface and camera were horrible. After a couple of years pause it took until halfway through the game before I didn't have to continually struggle with
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One of the more interesting topics on the Wasteland 2 forums was a series of posts by the community on interesting encounter ideas. I think that might also be a useful topic here, so how about it? Do you have a brief but unique idea for an encounter or a short side quest in the P:E setting? It doesn't have to be anything fancy, just something unique or memorable. I'll throw a quick one out there to get the topic rolling:
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Behold: http://mars-one.com/en/ This thing is astonishing.
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I'm quite partial to the Baldur's Gate 1 style: it gave me the feeling of a massive world (contrary to the continuous maps like Skyrim, which scaled down world aspect feel wrong to me), and the feeling of freedom, and the discovery aspect. Oh and I love roaming in the countryside, I hope they'll put in a lot of non-city areas to explore.
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My brother and I have both played through Baldur's Gate 1 & 2 countless times since we were teenagers, and we were debating the other day about which we prefer. We both more or less agreed that BG2 was an improvement on BG1 in pretty much every area: storytelling, combat, NPCs, classes and character specialisation etc etc. But despite all of that, in a way I still prefer BG1 for one reason: the immersiveness of the world, due to the inclusion of 'unimportant' zones across the world map. In case you haven't played either game, compare these two maps: In BG2, if you want to g
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You know, if it hadn't been for Athkatla in BG2, I would have had pretty much zero interest in the game. I didn't care enormously for the story, there weren't many interesting choices to make. But Ahtkatla. Exploring Athkatla was enormously fun. And it showcased that, maybe, just maybe, an isometric game that "abstracts" a lot of its world is the best way to bring a city to life in an RPG. It had character (it almost *was* a character), it was atmospheric, it was dense, it was occasionally dangerous. The same goes for Sigil in Planescape: Torment of course. How exciting it was to explore j
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