Jezal_k23
Guest
Fair enough, I suppose I'll get them and back their new game as soon as I can.
Thanks everyone.
Thanks everyone.
I wasn't aware it had cellphone versions.
I don't know. I suppose that's why some people literally spend 100+ hours on BG2?
They spend more time deliberating on what they're going to do next. This can be especially time-consuming in more complex games (like BG2) where you can spend a lot of time considering how to optimally equip your party. Who should wear what? What should I buy? Etc.
If you don't care about that stuff, if you just slap on equipment as you find it, and choose dialogue options and travel from place to place more-or-less on a whim, then your playthroughs can be considerably shorter.
You need to wait around for the romance triggers to kick in, so that accounts for a lot of them bg2 gameplay hoursJust goes to show length is so variable for everybody. I can't imagine 30 hours on Dragonfall - maybe if I was restarting many missions multiple times after dying horribly (which I did a couple of times), I was reading every dialogue option at a pretty slow rate, and... I don't know. I suppose that's why some people literally spend 100+ hours on BG2?
Anyway, yeah, Dragonfall is worth a try, DMS not really at this point, since HK will likely at least be better than DMS.
25%?! I am well aware that there's always hefty cuts, but Beetlejuice, that game is in need of a Director's Cut.RPS: The impression I got from the first Shadowrun Returns was that it was almost stuck on the fence between being a roleplaying systems game and a narrative game. By this point how much more sure are you about what it should be first and foremost?
Jordan: No, our goal was always to have very rich narratives. That’s what excites Mitch and I, we love that storytelling. I think as you said though, the challenge was that we needed to build a strong backbone to the engine and we knew we wanted strong tactical interaction, but we were also developing this editor so that players could develop their own stories. That is something we were excited to enable, because Shadowrun as a tabletop RPG has always been about everybody being able to tell their stories, not just us. It’s a shared universe. But we frankly underestimated how much extra load that was going to be to do, to create a releasable editor. So the time for us to tell our story got shorter, so what ended up in the first Shadowrun returns was maybe 40% of what we had already written. That’s also why it was more linear than we intended.
Mitch: Sorry, it was actually 25% [laughs]. I went back and did the maths.
I've spent 80s in BG2 just finishing up chapter 4, don't think I finished that playthrough so I can't say the full play length.
SRR took me about 14 hours.
I haven't finished Dragonfall, and I put about 18 hours into it.
DA:O took me 50+ hours (can't remember exact length now).
The game is shorter than something like Wasteland 2 but your time will be alot better spent. Each mission on Dragonfall has an unique thing that make them really fun, the game is 12 hs to 20hs long depending on your play style and difficulty. You will have something like 13 missions, some longer and others shorter but most really well done just don't go expecting an epic rpg as outside the fun combat encounters and a nice atmosphere, the game doesn't has much going on in terms of C&C and has somewhat simplistic character creation options and options on equipment.Correct me then, because I honestly just want to learn about the game, so I can buy it or not / back this project.
Almost none. Every module seems to have split opinions on it, and I've spent time playing other games.And how much of the UGC did you play?
On very hard they provide a challenge about equal to what normal should be. Not that hard, but provides some interesting scenarios. There is no reason to ever play below very hard.On a similar note, I've also read some of the Dragonfall Codex review, which mentioned both games are fairly easy even though DF is a little harder. It also mentioned a limit on the number of actions the enemies can take, even though they have leftover AP, which sounded pretty fucked up to me. Has this been fixed or does it remain the same today? Are the games still too easy?
There is no reason to ever play below very hard.
Boss-level AI uses up all its AP, but they only put it on bosses of course.It also mentioned a limit on the number of actions the enemies can take, even though they have leftover AP, which sounded pretty fucked up to me.
Well they had a hard time implementing a save system...so no surprises there....Seems like they would much rather produce more content and improve existing systems than add new systems like astral plane or stealth.