Anyhow, finished it. Ended up clocking 47 hours and I didn't bother exploring right-bottom part of the map. I'm assuming that's where those vampires are that you guys talked about, since I didn't run into any vampire gang that was hard to beat.
The finale of main storyline was okay, but nothing special. Beautiful locations on the final maps but I expected a bit more umph
Can't be arsed writing full review, so I'll go with the usual format
+ excellent worldbuilding
+ fantastic art, there's some gorgeous locations out there
+ arguably best itemization in the genre
+ the same goes for Neketaka
+ well thought out lore, much more coherent and consistent compared to PoE1 which felt like random locations lumped
together.
+ I like the structure. Neketaka alone is like 20-25 hours of gameplay, so islands packed with 30 minute dungeons provide nice change of pace
+ deep, complex system and mechanics that are very promising in terms of long term replayability
+nicely done skill checks
+ fuckton of cool CYOA sequences
+ companions are much more lively and interesting
+ much improved encounter design
+ relatively bug free. Other than one CTD at the start I didn't run into anything game breaking.
- music is an insult
- combat difficulty is a joke
- I am not sure if reputation system does anything
- ship combat is as generic and bland as it gets
- in general not enough ship related content
- reactivity seems rather limited compared to how much they talked about it. I'll reassess after 2nd playthrough
- wasted opportunity with shanties
- cut out content is poorly hidden. I get that every game cuts out content, but it's just hard to hide it on an archipelago setting
- writing is solid at best. Once upon the time writing was the main appeal of Obsidian games, but that time is long gone
Overall I'd give it a solid 4/5 with potential for more once patches and DLCs start rolling
It's a bit busy, I'd say there's too much going on at any one time. Combat music seems a bit weirdly paced as well sometimes. Overall I like it though, and got a big grin when I recognised an early track as a piratey version of the Ondra/Moon song from the first gameWhat is it about the music that people don't like? I really love it.
If playing on Nightmare difficulty, it's not allowed to interrupt the narrator reading.Oh, come on, don't be asking for "citations", I don't want to go through that BS again. Aaaall right then, here is the current state of Obsidian. I am warning you that you are never getting these seconds back.
It is really depressing.
I would say consistently low quality but serviceable. Rarely does a character say something that I'll reload to read again..
What do you like about Firkraag's stronghold?
writing is solid at best. Once upon the time writing was the main appeal of Obsidian games, but that time is long gone
Calling it solid is too kind.
I would say consistently low quality but serviceable. Rarely does a character say something that I'll reload to read again.
Characters on average are better grounded in the universe of the game, and I wouldn't say they feel haphazardly thrown about like in most shit tier rpgs, but they still feel like rpg trope inserts.I don't sense any ambition from their characterization or that of the factions.And the native shit with their Ekera Ekera is just cringe after a time. Only the queen seems intelligent and balances the native customs with the modernity of the setting, without coming off like some noble savage.
And that is when you're not being pestered by the weird, post-modern inanity of your companions.
Eder, aside from his odd mental regression from the first game (lacking the countenance of a war veteran) and the fact that every character seems to be telepathically aware of his farmer background, starts talking about fucking Xoti so loud that dogs started barking within 5 seconds of you meeting her.
Xoti is just an idiot who when she's not whining is giving poorly described explanations of her dreams. She is clearly in her late 20s or older but talks and thinks like a teenager.
Aloth is okay and will occasionally reference the events of the first game which I like. But the minute I start talking to him about past events, he starts discussing daddy issues. Which again, how old is he to have not squared this by now?
Teheku or the Druid manchild is some BDSM enthusiast degenerate (he has referenced this 3-4 times and shown me collar marks) who's constantly agog at mundane things and comments when adults with real goals are talking.
Maia is just an annoying teen snarky bitch whose characterization completely subverts the professional she's introduced as, with some 2000s era gag humor parrot.
Pallegina is also fucking annoying, but I forgive her because in my game I basically ruined her life by having her disobey the ducs. Still she rarely says anything that doesn't make me want to throw her overboard. Not only that but she also has some sob story from her childhood that she has unexplicably now decided to resolve after almost a lifetime of quasi-military service.
Serefan is tolerable, if only because he is a one dimensional pirate played straight. Not only that but he's basically Morte, in that he'll actually say something useful from time to time during a questline.
None of the above bodes well for the future of Obsidian, as most of the above represents the tipping point into the realm of AAA rpgs, where characters are just walking loot bags, quest dispensers, lol so quirky comic relief characters (think Moira from Fallout 3) or one dimensional plot devices.
You say the writing is at best solid and I say it is at best a vestige of F:NV and at worst a sign of things to come if Obsidian doesn't get its shit in gear and reassess their priorities.
Obsidian is not Bethesda. They can't just laugh off their buggy unfinished game while discarding one of their recognized strengths.
Do you think that my criticism is limited to the companions?Writing is more than just companions, pal.
/me catches up
yeah Irenicus is pretty cool
for a comic-book villain for early teens
Or how about oathbreakers sanctum?
Effectively 3 rooms in which is a 2 minute backstory before you slaughter a roomful of cultists in order to obtain a drunk as a ship crewman.
A beautiful dungeon, extremely short, with writing that serves as zero complement.
Compare that to something like Dragon's Eye or the yuan ti temple. It was a complete waste and yet is typical throughout the game.
Not every dungeon can meet the minimum expectations set by the most average IE games, like Icewind Dale
Or how about oathbreakers sanctum?
Effectively 3 rooms in which is a 2 minute backstory before you slaughter a roomful of cultists in order to obtain a drunk as a ship crewman.
A beautiful dungeon, extremely short, with writing that serves as zero complement.
Compare that to something like Dragon's Eye or the yuan ti temple. It was a complete waste and yet is typical throughout the game.
Not every dungeon can be a transcendent metaphysical experience like Icewind Dale
I think it's pretty significant in itself that "is Deadfire better than BG2" is even a valid topic of conversation here.
But I do laugh at people praising BG2 for the writing. That's like claiming you read Penthouse for the hard-hitting journalism. Not the fucking point, bro.
I think they are too diverged to be compared at this point. The two systems fulfill different goals, but they both fulfill them. Also "AD&D" is not the same as "The IE games' combat systems", for obvious reasons. Namely, one is a videogame adaptation of the other.Combat systems and ruleset is a lot better than shitty AD&D
I'd argue they have too much clicking. When I get to overhauling abilities and combat, I'll reduce the frequency of non-caster "spells" significantly.Fighter classes have special abilities so it's not just point and click
Then you have no senses for good music.What is it about the music that people don't like? I really love it.
Off the top of my head, you should look in abilities.gamedatabundle for the respective modal ability, then search for where this modal ability is used. When you find that, you just add the modal ability of the other item you want. You could also see how warrior stances have been done and imitate that structure. I'll have to dig into the files to tell you with more precision.One thing I'd like to do is make it so that an item type can use the proficiency ability from another of its type, for example having a pistol utilize the arquebus proficiency modal and vice-versa. How would you go about this?
Someone should tell Josh that - the RPG Codex: "Deadfire is better than BGII".I think it's pretty significant in itself that "is Deadfire better than BG2" is even a valid topic of conversation here. BG2 sets the bar high, and for just about anything else hitherto the comparison would just get laughed out of town.
What is it about the music that people don't like? I really love it.
That's hilarious because "lots of people running around" is exactly what Athkatla doesn't have. This feeling is being conveyed by the ambient sounds (which are on a separate fucking slider for a good reason, Obsidian), and it has much fewer NPCs on the streets than you can see in Neketaka or Defiance Bay. But I guess you didn't mean this literally.and lots of people running around;