KeighnMcDeath
RPG Codex Boomer
- Joined
- Nov 23, 2016
- Messages
- 13,094
For years i thought the bad suicide ending was the only ending. I thought... kinda cool martyr ending.
This is the map of Underground City which is more of an area that you pass through on the way to other, proper dungeons (see exits at all four corners). There is a couple of things to do there, but you're not supposed to "complete" it in one go. The gameworld is generally properly open, meaning there's some backtracking to do every now and then, so it plays a lot better when explored organically rather than trying to 100% every dungeon in one go. Other locations have different focuses - some are more combat-heavy, some more puzzles, which makes for some nice pacing IMO.See one of the maps here
This is the map of Underground City which is more of an area that you pass through on the way to other, proper dungeons (see exits at all four corners). There is a couple of things to do there, but you're not supposed to "complete" it in one go. The gameworld is generally properly open, meaning there's some backtracking to do every now and then, so it plays a lot better when explored organically rather than trying to 100% every dungeon in one go. Other locations have different focuses - some are more combat-heavy, some more puzzles, which makes for some nice pacing IMO.See one of the maps here
I found LoL's dungeons, on the contrary, to be boring, repetitive, on-rails slogs, so I'm not sure what you find so well-designed about them.
I'd swear it was at least three or four out of what - seven worlds? But alright, I'll reinstall and look. If that's not correct, I'll publicly apologizeThe only two dungeons that I'd describe as huge squares in a bad way are the Underground City (which I didn't mind because I was very taken in by the atmosphere and the story there) and the City of the Dead later in the game, which is like if TES Arena's Murkwood was completely shit.
The Undersea Maze is a square but it's all about navigating the perimeter and spotting openings to reach the inner layers, which I enjoyed. The Reeds Plain is a square but it's got a pretty cool mechanic, the idea is that the enemy has laid a trap for you in the reeds and you've got to turn the tables by using the reeds to isolate and ambush the enemy search parties.
I think the only dungeon in the whole game that I didn't really enjoy was the Iron Titan thanks to the fucking Swarm Maidens, who are just incredibly tedious to deal with. But even there, the central theme of having to shrink some idiot who's physically stuck in the middle of the corridor is entertaining enough that you can tolerate subpar dungeon design.
Oh, and the Anvil of Dawn itself, of course. Unbelievably shit dungeon, I have no idea what they were thinking, and it's the finale as well. Walking into invisible walls in a room where you can't see three feet in front of you.
Seventeen.I'd swear it was at least three or four out of what - seven worlds?
You can go through it in 20 hours if you know what you're doing, but a first playthrough will be probably closer to 35-40. Maybe even 50 if you insist on mapping every square - a lot of content is optional.Online reports say it's about 25 hours long ?
It's a staple of Dreamforge/Event Horizon games. I like it: it's inconvenient enough to prevent rest-spamming and encourage consumables use, but forgiving enough so that you have a fighting chance even if you've mismanaged your resources.The lack of sleep (having to wait in realtime to regen) was a shock lol.
To be fair, I do remember Gryphon Keep outstaying its welcome a bit. But from the sunken ship on I was having an absolute blast.Some of the levels are especially big and become a drag