Virtual Vice
Educated
- Joined
- Feb 10, 2011
- Messages
- 94
So...about Avadon: The Black Fortress ....
Having played and enjoyed Avernum 6 and Geneforge 5 when I read some posts around the codex regarding Avadon, I was a bit concerned. I got the game and been playing around for a while, going on my third mission so to speak and so far I got a pretty positive impression of it.
Sure, you need to play it on the “hard” difficulty to enjoy it, and the proper difficulty balance doesn’t really kick in until the very end of the first mission and a bit into the second, but if the balance, the game’s pace and all other aspects keep evolving the way I I expect from my playing experience so far this is a very good game. In terms of features, design and even writing its very solid, and is the most polished of Vogel’s offerings so far.
I was worried about the stamina ( vitality) regeneration aspect from what I read here in the codex, but it isn’t badly implemented. Return to the entry Pylon to regain it, or find a basin or use a potion (relatively rare but not very expensive in shops), I have yet to need to use one while making some decent use of the abilities outside of special encounters, its not really very limited in terms of points to begin with.
Sure you will end up saving vitality on most “trash” encounters as a precaution, but like in the other Vogel games mentioned there is always a chance of a surprise or special encounter around the corner, and some apparently accessible encounters might not be so. Back to “trash” encounters there aren’t anywhere near as many as in Avernum 6 for example, and the game has a very good pace in terms of exploration, combat and interaction. I have to admit the health regeneration and the resurrection after battle is a bit much, but from I have played and expect this game can provide an interesting challenge.
The character development system does seem designed to avoid any serious error from the player but its adequate, and there really is a large range of abilities for each class, overall more than in any of Vogel’s previous games, plus the fatigue restrictions add another tactical element, I don’t believe cool downs necessarily mean dumbing down the combat gameplay. Scarabs ( items that provide many sorts of special enhancements and even special abilities) are a nice touch, and together with the enchanting system and the variety of items make character customization more interesting.
Seriously, if you play this on “hard” from the start, and have a little patience till you get to the end of the first area, this is a pretty good game. Arguably Avernum 6 can be seen as superior for the exploration and freedom and game length, but Avadon has strengths and a level of overall polish Avernum 6 does not have.
Finally the graphics, each improvement by itself might not look like very much compared to the previous titles, but when you add the variety and better objects and textures there is a real qualitative leap in terms of presentation from the last games. And little recycling and no repeating of art assets in term’s of game models and objects.
I read Vogel said his game is selling well and I am not surprised, besides the fact that the “normal” difficulty setting now reads as “hard”, I don’t see what is wrong with it. It’s lacking the openness or sandbox element of Avernum 6, and it has nothing like the C&C and branching in Geneforge 5, but its also a game with great pacing and focus, good narrative, character interaction and setting, lots of content and is very enjoyable in terms of combat and exploration and character development.
So I suppose my question would be….where is the love?
Having played and enjoyed Avernum 6 and Geneforge 5 when I read some posts around the codex regarding Avadon, I was a bit concerned. I got the game and been playing around for a while, going on my third mission so to speak and so far I got a pretty positive impression of it.
Sure, you need to play it on the “hard” difficulty to enjoy it, and the proper difficulty balance doesn’t really kick in until the very end of the first mission and a bit into the second, but if the balance, the game’s pace and all other aspects keep evolving the way I I expect from my playing experience so far this is a very good game. In terms of features, design and even writing its very solid, and is the most polished of Vogel’s offerings so far.
I was worried about the stamina ( vitality) regeneration aspect from what I read here in the codex, but it isn’t badly implemented. Return to the entry Pylon to regain it, or find a basin or use a potion (relatively rare but not very expensive in shops), I have yet to need to use one while making some decent use of the abilities outside of special encounters, its not really very limited in terms of points to begin with.
Sure you will end up saving vitality on most “trash” encounters as a precaution, but like in the other Vogel games mentioned there is always a chance of a surprise or special encounter around the corner, and some apparently accessible encounters might not be so. Back to “trash” encounters there aren’t anywhere near as many as in Avernum 6 for example, and the game has a very good pace in terms of exploration, combat and interaction. I have to admit the health regeneration and the resurrection after battle is a bit much, but from I have played and expect this game can provide an interesting challenge.
The character development system does seem designed to avoid any serious error from the player but its adequate, and there really is a large range of abilities for each class, overall more than in any of Vogel’s previous games, plus the fatigue restrictions add another tactical element, I don’t believe cool downs necessarily mean dumbing down the combat gameplay. Scarabs ( items that provide many sorts of special enhancements and even special abilities) are a nice touch, and together with the enchanting system and the variety of items make character customization more interesting.
Seriously, if you play this on “hard” from the start, and have a little patience till you get to the end of the first area, this is a pretty good game. Arguably Avernum 6 can be seen as superior for the exploration and freedom and game length, but Avadon has strengths and a level of overall polish Avernum 6 does not have.
Finally the graphics, each improvement by itself might not look like very much compared to the previous titles, but when you add the variety and better objects and textures there is a real qualitative leap in terms of presentation from the last games. And little recycling and no repeating of art assets in term’s of game models and objects.
I read Vogel said his game is selling well and I am not surprised, besides the fact that the “normal” difficulty setting now reads as “hard”, I don’t see what is wrong with it. It’s lacking the openness or sandbox element of Avernum 6, and it has nothing like the C&C and branching in Geneforge 5, but its also a game with great pacing and focus, good narrative, character interaction and setting, lots of content and is very enjoyable in terms of combat and exploration and character development.
So I suppose my question would be….where is the love?