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Posted (edited)

Yeah, I started looking into that Clair/Exped. 33 game because of all the mega positive reviews. My reaction so far goes:
---"Turn based, urgh, not my thing. But it has some real time aspect or something? Maybe that'd be all right?"
--"oh, qte's and dark-souls/sekiro parry timings."

Then I also saw a long thread in Steam fora from people who thought they were getting just good ol' turn based and not qte semi-dark souls with precise timing. Where half the replies are "git gud" of course, but others gave me a better understand what to expect and some weaknesses of the system etc.

Which is a shame (for me). The story sounds actually interesting, the visuals look fantastic, the VA sounds great. I thought it might be an RPG that might make me like an RPG again. I still put it in my wishlist tho - maybe a year from now when it's done patching and with mods. I was definitely interested in the world building/story, for once.

Edited by LadyCrimson
“Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
Posted

tbh I wouldn't even call it an RPG, since there is no choice and consequences, which is the bare minimum requirement an RPG needs to have for me. But this is more like a general definition issue, I guess, since for some reason people call anything an RPG as long as there are some attribute points to spend. 😄

"only when you no-life you can exist forever, because what does not live cannot die."

Posted (edited)
8 hours ago, Lexx said:

tbh I wouldn't even call it an RPG, since there is no choice and consequences, which is the bare minimum requirement an RPG needs to have for me. But this is more like a general definition issue, I guess, since for some reason people call anything an RPG as long as there are some attribute points to spend. 😄

Oh, yeah, I didn't mean it was something like bullet-point dialogue tree rpg's like BG or something. More like some of the jrpg's.  Big emphasis on story/plot/dialogues and characters but not full blown multiple choice/consequence ala D&D or something. I was picturing maybe FF/Tales of Arise type story telling.

I mean, I've grown tired of even simplistic action-rpg's like Diablo's, Path of Exile, Borderlands. And I don't think I ever really liked/cared about mega consequences, although two or three simple ending paths are nice. Since I'm more of a do it all in one (maybe two, with the 1st run being the learning run) mega-hours-single run type, too many choices for me = analysis paralysis and/or "none of these choices are what I want to do/I feel restricted" and I either never choose anything (eg never finish the main plot), or I quit.

Hence my general favoritism towards sandboxes or RTS/sim over the years.

Edited by LadyCrimson
“Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
Posted (edited)

^ Postscript: I think I became sick of the XP/character leveling loop. I'd rather skills/abilities be gained through some other method than characters simply "leveling up".
There are no chr. levels in No Man's Sky. Granted that's not an RPG but that's what I mean. The Exped.33 mostly intrigued me because of the story elements, which is rare for me. Sounded kinda like some weird surreal fantasy/sci-fi variation of Logan's Run + sci-fi game.

Edited by LadyCrimson
“Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
Posted

Closed my first Obsidian Gate. It was still pretty epic. It has aged well. Now my opinion might change after I close a dozen or so, but for now, I'm enjoying the trip down memory lane.

  • Like 2
Posted

More Star Ocean 6. Story for now is unfolding fine. My main issue is still to easy difficulty. Exploration is still fine as well. Just the travel around the world is getting tiresome and I did not left the initial continent yet. Because of that, the pacing feels a little bit off. For now, I have to say, I have enjoyed SO4 and SO5 more. Although the story and characters are for now more likable than in SO4 and a little bit more interesting than in SO5. So I hope the pacing and difficulty will get better soon.

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Posted

Schedule I - I definitely feel like I'd like this game, although it does have a curfew/cops mechanic that is occasionally annoying. It's quite solid/sim addictive for what it is. I'm still just messing with the demo a bit tho. Not sure I'd want to EA it. Another "1 guy" project that (imo) is likely to take a long time to finish, unless they consider it almost finished to begin with. One for the wishlist.  They keep updating the demo, too - having options greyed out bothers me not at all for the moment.

And of course, still No Man's Sky off and on. They need to add a Freighter to abandoned mode so I can have my orbit-traveling storage and garden base. Don't care about having a "fleet" or "fleet missions" available or flavor NPC's wandering around inside (that just get in your way/glitch out sometimes anyhow), just disable all that for Abandoned mode. There are destroyed/derelict freighter encounters in the game - could pretend the chr. takes one of those and fixes it up just enough to be useful. 😛 

 

“Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
Posted
17 hours ago, Hurlshort said:

Closed my first Obsidian Gate. It was still pretty epic. It has aged well. Now my opinion might change after I close a dozen or so, but for now, I'm enjoying the trip down memory lane.

The Oblivion gates were the lowest point of the original game, and a game filled with low points, to boot. Are they less terrible in the remaster?

 

Recently I've been playing Blue Prince, which is loads of fun.

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Posted
39 minutes ago, Pidesco said:

The Oblivion gates were the lowest point of the original game, and a game filled with low points, to boot. Are they less terrible in the remaster?

 

Recently I've been playing Blue Prince, which is loads of fun.

They are not different, they just look better graphically. The first one is always fun as a low level noob suddenly plunged into a terrible world. But doing it over and over again was the flaw in the original. I'm pretty sure that will still be a slog.

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Posted

I really liked the idea of the Oblivion gates - in theory. It's one of those things that big open world-making devs like Bethesda seem to always mess up: instead of spending dev time making a smaller amount of higher quality and preferably unique content, what do we do? Copy and paste, boys...copy and paste. According to Google, there are 20 permanent gates that always open throughout the course of the game, but there are another 80 "possible" gates, of which 40 will open. It would've been nice if instead of 20 fixed gates and 40 possible gates, we just have like...10, maybe 15 total, all of which would hopefully be a big deal and be specifically tailored in design.

  • Like 2
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How I have existed fills me with horror. For I have failed in everything - spelling, arithmetic, riding, tennis, golf; dancing, singing, acting; wife, mistress, whore, friend. Even cooking. And I do not excuse myself with the usual escape of 'not trying'. I tried with all my heart.

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Posted

If there were only 15 gates in total, you'd have complaints that it doesn't "feel" much like an invasion.

As a mage you can close a gate in two minutes without needing to fight. A rogue type with high sneak acrobatics can literally roll through it quickly too, I guess.

As a fighter type, though, it's a boring slog. 

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Posted

Wasn't the real issue that all those oblivion gate maps were copy&paste the same stuff?

"only when you no-life you can exist forever, because what does not live cannot die."

Posted (edited)
2 hours ago, HoonDing said:

If there were only 15 gates in total, you'd have complaints that it doesn't "feel" much like an invasion.

That's why I mentioned that you should also make them a big deal, instead of just...uh, a few creatures hanging out and wandering outside them. In my mind, the game world would've been a lot better off if it were shrunk down and condensed a bit while eliminating a bunch of the copy and paste fluff (be it Oblivion gates or random caves/ruins...), and from there, you could ideally overhaul the whole idea of Oblivion gates and integrate them more meaningfully, maybe even have quests tailored to specific gates depending on where you decided to put them. The cost of a massive game world where 75-90% of it is pointless is just not a bargain I'm ever willing to make, and it's why I don't hardly ever play or stick with open world games. New Vegas is probably the best out of what I've played in having both a good-sized world, solid content density, and the content actually generally being worth your time to find and explore. That was a pretty good balance, but it's not how most open world games are built...even Game of the Year-winning ones, like The Legend of Zelda: Breath of the Wild.

Can you imagine how Obsidian of the mid-to-late 2000s might've tackled making Oblivion instead of Bethesda? That really could've been something...

Edited by Bartimaeus
Quote

How I have existed fills me with horror. For I have failed in everything - spelling, arithmetic, riding, tennis, golf; dancing, singing, acting; wife, mistress, whore, friend. Even cooking. And I do not excuse myself with the usual escape of 'not trying'. I tried with all my heart.

In my dreams, I am not crippled. In my dreams, I dance.

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