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Showing results for tags 'pacing'.
Hi Obsidian, Super excited for Deadfire. It looks amazing. Congrats on your E3 showing. I'm currently playing through Pillars with both expansions. What took me so long? Having resolved the major conflict, I was kind of meh on exploring chapters "4a" and "4b" of a book I'd already read. A quasi-sequel would have seen me loading up the White March immediately, to pick up where I left off. I'm glad I took the plunge; the expansions are great fun, but they may have been better served up like other games do it: Following the main game rather than alongside it. Now, it's awesome to
Imagine this: You're walking down the road when, suddenly, bandits spring out of the bushes! They say "We're going to kill you and take your stuff!" They refuse any further conversation than this. They automatically know where you are so there's no avoiding the encounter with stealth. Invisible walls form a sphere around you so there's no escape until all the bandits are dead. You fight to the death, collect the loot and XP from the bandits, then the game otherwise continues as if that encounter had never happened. My opinion is that this has absolutely no place in a roleplaying game
So I have been playing Baldur's Gate "Enhanced" over the last few days. The idea behind it was to update the game to the latest version of the infinity engine. Now, I haven't played this game in a very long time, but this is what is striking me now. It seems like pace and movement is really slow. Maybe its the limited animations of the characters, or maybe its just how i perceive movement over the ground. Either way, it seems like a huge hassle to move across one of the maps and there is nothing really entertaining to look at while you do it. Its almost like driving a car if you will. Not
I LOVE what I am seeing in the updates. This all sounds fantastic, and I really hope we get the role-playing freedom promised here. What I would love to see is a storyline that really coerces the character to participate. New Vegas had a great (though pretty harsh) opening hook. Arcanum opened well, too; bad guys were after you from the start. Fallout of course was very motivating, although the hard time limit has been hotly debated ever since (I don't think it's necessary). This is a great chance for a CRPG to have a story written from the ground up that can include a temperamen