The ones that have are the minority, and they tend to be relatively low-budget games, largely ignored by the mainstream. KoA is the first AAA American ARPG to have any tangible depth to its combat mechanics. If it succeeds, the likes of Bethesda will find it a lot harder to get away with substandard combat.And... as I said, ARPGs have already 'caught up.' The ones that have just don't use the 'combo' style you're looking for. The ones that haven't are just mediocre to poor games. Fable 1 wouldn't be made any more challenging by having combo attacks.
haha... I noticed that - You expect elven folk to be all wise and profound, this lot sound like they just finished up a kegger on the Jolly Roger and are off to scour the Faelands for some 'wenches..Question though, why did the corrupted Fae sound like they were an eye-patch away from being pirates the few times they talked? I honestly expected a 'Yarrgh' to come up somewhere.
That one really bothered me. The gnomes are all like "the Well of Souls lets us cheat death, isn't that nice?" even though Fate with a capital F seems to be the basis for the beliefs of everyone in the entire world. Then again the gnomes are said to be scientific and seem to be kinda disowned/feared by the rest of the people (see the alchemist in the town) so who knows, maybe the gnomes just don't give two shits about Fate.One thing that bugged me was the way people treated the Well of Souls: So this gnome guy's plan is to create a machine to bring people back from the dead... And everyone that knows about it is OK with that? And the Fateweaver dude thinks he "respected the Fates"? Isn't death a significant part of someone's fate, and dodging it is kind of fucked up? Has Salvatore never played "Torment"?
"I'm just a simple washerwoman, but here's a volume of information on the Fae..." I like character interaction and always feel compelled to interrogate every NPC fully, so being met with so many boring responses that were all inevitably 2-4 lines each was not very fun. Some of the NPCs even repeat the exact same pieces of information if you ask about different topics, which is bizarre. Frankly, if someone doesn't have anything interesting to say in an RPG, they shouldn't be talking at all. I want my dialogue meaningful, full of interesting options, and it needs to help me learn about the game world... not just spit the same pieces of information at me again and again.
Blade of Darkness did have combos.
I dunno, I feel like combat system is the only good thing about this "game". Sure, enemies are punching bags on normal, but there is no way to test if it remains true on hard difficulty. It's really freeform, with different weapons having different combos and attack properties, plus there are wide possibilities for mixing and matching to develop your own preferred combat style. Sadly, the complete lack of challenge makes it pretty insignificant in the big picture. Everything else... it's a typical streamlined quest compass chaser with an "open world" being just a bunch of interconnected narrow corridors. Huge exclamation marks over quest givers, dialog wheel, retarded lockpicking and dispelling minigames, clumsy inventory, ugly and annoying post-processing effects, level and loot scaling - keep this shit in your Oblivions kthxbye. As soon as I got "break 10 crates" mission I wiped this turd from my HDD without regret.
I guess I was pretty much done when they asked me to burn a spider's web with fire then. I couldn't play any more. I tried again but I can't play it. The way the character turns with the camera makes the game impossible for me to play. I have never had any problems with nausea before this game. The camera zooms in/out and changes slightly for every single variation in the terrain.Okay, that's laying it on a bit thick... If you skip past all of the cutscenes and opt out of all the dialogues on the first choice then the tutorial area is maaaaaybe fifteen minutes long. Probably not even that.
I dunno, I feel like combat system is the only good thing about this "game". Sure, enemies are punching bags on normal, but there is no way to test if it remains true on hard difficulty. It's really freeform, with different weapons having different combos and attack properties, plus there are wide possibilities for mixing and matching to develop your own preferred combat style. Sadly, the complete lack of challenge makes it pretty insignificant in the big picture. Everything else... it's a typical streamlined quest compass chaser with an "open world" being just a bunch of interconnected narrow corridors. Huge exclamation marks over quest givers, dialog wheel, retarded lockpicking and dispelling minigames, clumsy inventory, ugly and annoying post-processing effects, level and loot scaling - keep this shit in your Oblivions kthxbye. As soon as I got "break 10 crates" mission I wiped this turd from my HDD without regret.
You're pretty smart man, figuring out all these things about the combat system and the open world just from the 5 minutes of tutorial it takes to get to the crate breaking quest.
I dunno, I feel like combat system is the only good thing about this "game". Sure, enemies are punching bags on normal, but there is no way to test if it remains true on hard difficulty. It's really freeform, with different weapons having different combos and attack properties, plus there are wide possibilities for mixing and matching to develop your own preferred combat style. Sadly, the complete lack of challenge makes it pretty insignificant in the big picture. Everything else... it's a typical streamlined quest compass chaser with an "open world" being just a bunch of interconnected narrow corridors. Huge exclamation marks over quest givers, dialog wheel, retarded lockpicking and dispelling minigames, clumsy inventory, ugly and annoying post-processing effects, level and loot scaling - keep this shit in your Oblivions kthxbye. As soon as I got "break 10 crates" mission I wiped this turd from my HDD without regret.
You're pretty smart man, figuring out all these things about the combat system and the open world just from the 5 minutes of tutorial it takes to get to the crate breaking quest.
Indeed, I am. Crate smashing is a part of one of the sidequests in the first "town".
I guess I was pretty much done when they asked me to burn a spider's web with fire then. I couldn't play any more. I tried again but I can't play it. The way the character turns with the camera makes the game impossible for me to play. I have never had any problems with nausea before this game. The camera zooms in/out and changes slightly for every single variation in the terrain.Okay, that's laying it on a bit thick... If you skip past all of the cutscenes and opt out of all the dialogues on the first choice then the tutorial area is maaaaaybe fifteen minutes long. Probably not even that.