LESS T_T
Arcane
- Joined
- Oct 5, 2012
- Messages
- 13,582
FWIW they uploaded a manual: http://cdn.edgecast.steamstatic.com/steam/apps/331050/manuals/DemonsAge_PC_Manual.pdf
Or maybe they meant for every weapon to be essentially identical
so sayeth the Sawyer.someone has to actually know shit about RPGs
I have a lot of favorite aspects of this game, but one of the best was the enemy placement. I love how you enter a room that is 6 times too long length-wise, and the enemies are placed on the far end of it. Always fun to take a couple slow ass turns just for them reach you. It doesn't get much better when they do as you will just exchange awesome Standard Attacks to the death, each hit doing about 25% damage of their health bar, mingled in with some nice misses. Oh, and the engine lags an extra second or two between every move for no apparent reason, making the whole experience just exquisite, I say.
This game has an exciting new feature to reward you for vanquishing foes in combat - the fact that combat is finally over.
And a new, innovative feature to skip dialogue. You can SKIP it line by line if you choose, or just say fuck it all and skip the whole thing with the SKIP ALL button. At least they are trying new things.
PoR is infinitely better. It was a gud game.So it's basically a spiritual sequel to POR:ROMD then?
Somehow it's got a couple of positive reviews on Steam. One person says if you favor "brutal tactical rawness" over RPGs with actual options of how to play, then Demons Age is for you. And, in his opinion, it is a tactical RPG.
It's so low on actual features and options in gameplay that the question of if it can even be considered a tactical RPG is on the table. Interesting.
Go ahead. and please submit a review when you finish it.For some reason, I actually kind of want to play this.
Somehow it's got a couple of positive reviews on Steam. One person says if you favor "brutal tactical rawness" over RPGs with actual options of how to play, then Demons Age is for you. And, in his opinion, it is a tactical RPG.
Then what happened to him afterwards? Wasn't he working on Spellforce 3 at some time after that? He doesn't seem to post here anymore.Hobgoblin was a developer on Chaos Chronicles which was shaping up pretty nicely when a disagreement between bitcomposer the publisher and new owners of the developers lead to the game being cancelled, then fast forward a year or two later this game shows up using art assets created for Chaos Chronicles you can see some examples on the first page.
What about the betrayel system? I have recruited a facking goblin-lover dwarf, I confess I was not giving attention and he betrayed me at the beginning of the battle. So me (a wizard) and a warrior were facing 8 goblins and the betrayer warrior.
this was their "big feature" that made the game "worth playing." But there are no dialogue options or anything in the game, so it essentially just turns into a betrayal where you have zero input whatsoever.
And it's not like anyone would have the stomach to play through the game to check if it actually exists.this was their "big feature" that made the game "worth playing." But there are no dialogue options or anything in the game, so it essentially just turns into a betrayal where you have zero input whatsoever.
Given the abysmal standard that the rest of the game seems to meet, calling this their "big feature" makes sense, as it seems to be the only vaguely original thing in the game.
And it's not like anyone would have the stomach to play through the game to check if it actually exists.
Ishar already had it on Amiga and Atari ST.Given the abysmal standard that the rest of the game seems to meet, calling this their "big feature" makes sense, as it seems to be the only vaguely original thing in the game.
What about the betrayel system? I have recruited a facking goblin-lover dwarf, I confess I was not giving attention and he betrayed me at the beginning of the battle. So me (a wizard) and a warrior were facing 8 goblins and the betrayer warrior.
According to what the devs said on RPGWatch months back, this was their "big feature" that made the game "worth playing." But there are no dialogue options or anything in the game, so it essentially just turns into a betrayal where you have zero input whatsoever.
Ishar already had it on Amiga an Atari ST.Given the abysmal standard that the rest of the game seems to meet, calling this their "big feature" makes sense, as it seems to be the only vaguely original thing in the game.
Some companions would just steal your gold (and assassinate another companion?).
The character in the middle is a traitor
What about the betrayel system? I have recruited a facking goblin-lover dwarf, I confess I was not giving attention and he betrayed me at the beginning of the battle. So me (a wizard) and a warrior were facing 8 goblins and the betrayer warrior.
According to what the devs said on RPGWatch months back, this was their "big feature" that made the game "worth playing." But there are no dialogue options or anything in the game, so it essentially just turns into a betrayal where you have zero input whatsoever.
Not having any dialog option still gives you input:
In Ishar (which happened not to have dialog either), you could let them fight on the first line without armor, not recruit them, or assassinate/fire them later on.
The game itself was pretty, but not great (the RT combat system was really dumb), but the lack of dialog option had nothing to do with it.