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If you're looking for a less wordy game, Torment: Tides of Numenera might be for you.

 

j/k, that'll make you insane. Try Icewind Dale 1 and 2 for this kinda thing but more combat.

You read my post.

 

You have been eaten by a grue.

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Ashen Rohk ... even I couldn't enjoy Torment and I DO like dialogue.

 

I think it was the fact they used excessive foreign word porn. Instead of modifiers, debuffs or buffs, it was a Fettle. One such example of how they constantly tried to reinvent the wheel in regards to terminology. I'm sure its a solid story, but they were excessive in the use of words that didn't need to be quite so pretentious or fancified. The majority of the text in the game would have abysmally failed what is called the Fog Index (it's a way to measure how wordy your writing is).

 

Sometimes a Goblin is a Goblin. There is no reason to call it a Geruk-Tul from the Southern Reaches.

 

Unless the Geruk-Tul are vastly different from goblins in terms of culture and one can tell them apart in some fashion. THEN you can call them the Geruk-Tul.

 

Brevity is the soul of wit after all.

 

Now the writing was due to the source material. So I can't fault the folks who designed T:TON.

Edited by KentDA
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It is so frustrating, isn't it? You would think this game has everything us old-school, nostalgic gamers would want. I think Betrayal at Krondor was one of the greatest RPG's ever made FFS.

 

But the writing...! It's as if it was meant for children. All modern RPG's including the vaunted Witcher 3 have the console-ized trappings that I am trying to escape with these Kickstarter endeavors.

But I am so, so disappointed by the lore of these games. 

 

To be honest, Divinity: Original Sin 1 & 2 have the same problem. Cringeworthy dialogue that makes the game unplayable.

 

It makes me think that the Kickstarter titles suffer from the same problems as triple-A overrated failed RPG's like Dragon Age. Its basically the people that they choose to hire. Obsidian is too big, they have figured out a good formula to get insane Kickstarter donations but somehow the integrity was lost along the way. 

 

Kickstarter has given us some gifts, especially Darkest Dungeon. Darkest Dungeon is the perfect example of a game made by an indie developer that really gives us old-school gamers what we need. It seems like Obsidian is *too big* of a company which compromises their hiring decisions, and they have exploited Kickstarter to give us these mediocre results. 

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Darkest Dungeon is the perfect example of a game made by an indie developer that really gives us old-school gamers what we need. It seems like Obsidian is *too big* of a company which compromises their hiring decisions, and they have exploited Kickstarter to give us these mediocre results. 

While you are certainly entitled to your opinion, please do not claim to represent "old-school gamers" as a whole. I don't think I'm that old, but I played BG and IWD at the time, and I certainly appreciated PoE (having sunk 450 hours into it) and consider it a resounding success, and am thoroughly loving my time so far with Deadfire (known issues notwithstanding).

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I have to agree that the first 7 levels or so I basically sailed (no pun intended) through, mostly from quest/discovery XP. Has slowed down a bit since that point (though I haven't played all that much since then). One of the problems is that there are so many bounties and small quests that send you to other islands that it gets really hard to keep track of who is where and what and when.

 

I am digging the story, though we could use more combat. I feel like almost all of my time is wandering and supplying my ship.

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Roughly ten hours in as well, and I too am currently clearing Neketaka. I'm loving it though, and I don't think there's too few battles, even within the city. Places like Arkhemyr's mansion, the old City, the tomb under Berath's temple, the in between the animancers send you to, all have a nice amount of combat, and some of them are the only challenging fights I have come across so far.

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I can't argue with the OP in terms of pacing. The pacing once you hit Neketaka is way, way off. If you're the kind of person that likes to do quests in an area before moving on then there is a section in Neketaka where if you read all the dialogue you just wander about having exposition and story bits blasted at you for a good couple hours.

 

I remember itching to fight something.

 

Thankfully once you get past that the pacing picks up again and strikes a good balance between story development and combat.

 

Also, to people saying the game is "non-linear" I don't think they understand the term. This game is about as linear as they come. Yes, you can do things in a different order to your pal, but you are still playing a game with a linear main story, just like the first one.

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I've noticed that there are a LOT of very easy encounters, but every once in a while you run headfirst into a roadblock, which is how these games have always worked.

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