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It seems to me that the biggest problems in the game are the most difficult to "fix."

music visuals animation

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#21
jiijiujiu

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The menu screen music does pick up in intensity, but you have to listen to it for a little while.  The very beginning of the song starts out slow which is off-putting.  The music is really nice it just doesn't take into consideration that people spend about 5 seconds on that screen, usually.  

 

The track should be skipped ahead and start at a more intense section of the song maybe.


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#22
Qiushui

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I've sat and listened to the entire opening music 4-5 times now.

 

I think it's a great composition, and it has plenty of epic rises and swells, my only critique is that the sounds used are too synthesized. I wish it could be redone with more natural or higher quality sounding instruments.



#23
ryukenden

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I agree with the background/map visuals. Its needs more contrast to distinguish from the NPC and player characters. Another art pass to make the colors brighter/darker would really improve this.

 

I also notice the character portaits lack the "glossy" ness from their previous IE games.



#24
nipsen

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...so.. to sum up: more Halo and more Michael Bay?

 

Seriously, though - did someone actually complain about how the feet of the models kind of disappear when they walk in tall grass? Or did I just go mad again?


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#25
ThreeSon

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...so.. to sum up: more Halo and more Michael Bay?

 

Seriously, though - did someone actually complain about how the feet of the models kind of disappear when they walk in tall grass? Or did I just go mad again?

 

Yes, because when someone is standing in tall grass, they're legs should appear obscured, but not vanished. The NPC wearing silver armor in this picture doesn't look like he's staning in tall grass, it looks like his legs have been amputated and now the top half of his body is propped up on the ground:

 

http://cloud-4.steam...53F1AA5F2BCCB4/



#26
Sensuki

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I like the main theme, but I would have preferred more IE style wilderness tracks.

Combat music is very Michael Hoenig (BG1).

#27
Gromnir

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those are the biggest problems? contrast and music?

 

...

 

am thinking that if obsidian need only concern selves with music and contrast, they would be popping champagne corks and breaking open the caviar. am personally not having any problems with static trees. this is a ie game throwback, which makes it a squad-based tactical combat game with rpg elements. am more concerned with combat and rpg elements than if periwinkles pop with enough indigo and if they sway properly in breeze. the trees don't bother Gromnir, so we won't bother them. live and let live, says Gromnir. if the trees wanna be stolid and unmoved by Gromnir, then we must need accept thieir stoic and statue-like indifference with grace and courtesy.

 

now, where visual contrast makes combat more difficult than it should be, we agree that there is a problem. bugs rush through grass and obscured big red circles and small red circles overlap with green circles and is seeming obscured by environment. rel combat is 'posed to be confusing, but this is a game. 

 

our serious concerns is the bugs, and with lack o' useful combat transparency. am rare understanding what the hell happened in combat, or why. why is our ranger so damned ineffectual? we honest cannot tell from game feedback. we got a bear companion that we may direct to occupy targets, but his/her portrait seems to have disappeared, so we has no idea what status effects he/she is suffering and if there is special abilities he/she could activate. why did we almost party wipe in our first encounter with beetles, but we roll-stomped each successive encounter? combat log is somewhat brief and so we can't genuine review to seeming figure out what went right or wrong, and am not quite sure how to complete decipher combat logs regardless as numbers don't always match our expectations. we should probable make note o' this elsewhere, but while party members gots icons on portraits to describe status effects, there is no such indicators for enemies. we put some kinda debuff on a beetle and wouldn't you know it, the beetle had the temerity to move. so, which beetle gots the debuff? gotta look at stats to figure it out... at least am thinking we can figure it out that way. 

 

as this is a squad-based tactical combat game with rpg elements meant to evoke ie game nostalgia, we is far more concerned with rpg elements and combat mechanics than we is with immobile trees and music. we ain't had any iwd-level music awe moments, but we ain't particular distracted by the music quality (or lack thereof if that is the argument) neither.

 

advice to developers: back burner music and petrified tree concerns and instead focus efforts on legion o' bugs and the lack o' combat feedback/transparency. 

 

HA! Good Fun!


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#28
Meepalasheep

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I actually really like the BGM so far. Part of it is very Morrowind-esque, in my opinion. I think they should stick with the more somber approach.







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