DeepOcean
Arcane
- Joined
- Nov 8, 2012
- Messages
- 7,396
Alright faggits, I have to confess that with that political crap apart, the game keeps some nice dungeon crawling and the IE feel to it. The game content is enjoyable and bonus points for BeamDog for trying to be loyal to the PnP on some fights like vampires needing to be staked at the heart and certain things needing their phylactery destroyed. I liked how some quests allow for an "evil" choice and a "good" choice. My major criticism on gameplay related stuff is the structure of the storyline that doesn't allow for much non-linearity and the handholding. You follow an army on the march and while it makes sense you can't walk at your leisure, I think gameplay should always overcome story on videogames and non linearity on RPGs is always a good thing.
The hand holding somtimes kinda ruins good content, I'm talking of the starting dungeon and a certain dungeon involving dwarves, those were the ones I fully explored so far. The starting dungeon, I tought it was excessive to have an healer following you around and a ton of money. The dungeon involving the dwarves had a great concept and an interesting choice at the end but an NPC gives you an item that pratically is an I WIN! button against the final boss and on the final puzzle to get that quest item to finaly get rid of the boss, it was nice you could find an item that helps you identifying the right item to pick but it was excessive to simply automaticaly destroy the other items that could mislead you. Maybe having the quest item hidden on a third floor that only opens up after the player faces the boss for the first time, in there, the quest item is hidden and the player has to frantically search for it while trying to fend off the boss and fighting lesser undead at the same time, to end the dungeon on a frantic fight is better than a sign posted quest solution.
Another complaint of mine is that the Baldur's Gate city section is too scripted, too restricting and too focused, the city section feels without a purpose and too restricting. The maps you visit, you can zoom out beyond the edge of the map, I know this is more of an expansion than a full game and the maps can't be huge and filled with content but even some empty streets around the places you visit so when you zoom out you don't see some ugly ass black bars around the edges of the maps would be better.
The city would be far better with some side exploration like there is later on the game, maybe you finding a conspiracy of a powerful noble that secretly supported the Shinning lady being the responsible for assassins sent to you on her orders. I dunno, the Baldur's Gate section needed some non linearity and needed some better link to connect you to the Shinning Lady on a personal way(fuck Imoen, if the Shinning Lady had killed her, I would be a fan). The way things are handled at the start of the game, it is too much talk talk of already known exposition, not enough new things, too much being pushed ahead and not enough doing stuff on Baldur's Gate city.
If any of you BeamDog staff (with exception of the faggits that censor people on their forums and added shitty preaching content on the game) is corageous enough to keep reading the codex, the game has fun content and I had more fun with it than Pillars of Eternity but there is too much casual pandering, especially on the excessive sign posting tool tips. Let the player be lost for the fucking sake. Bioware surprised people with a fucking demilich on the middle of Athkatla on BG 2, you have room to let the player be surprised too.
TL; DR: #DieCasuals #LessHandholding #LessRailroading #LessScriptedShit #KeepUsingDnD #SurprisePlayer #ThrowImoenOnTheFireElementalPlane
The hand holding somtimes kinda ruins good content, I'm talking of the starting dungeon and a certain dungeon involving dwarves, those were the ones I fully explored so far. The starting dungeon, I tought it was excessive to have an healer following you around and a ton of money. The dungeon involving the dwarves had a great concept and an interesting choice at the end but an NPC gives you an item that pratically is an I WIN! button against the final boss and on the final puzzle to get that quest item to finaly get rid of the boss, it was nice you could find an item that helps you identifying the right item to pick but it was excessive to simply automaticaly destroy the other items that could mislead you. Maybe having the quest item hidden on a third floor that only opens up after the player faces the boss for the first time, in there, the quest item is hidden and the player has to frantically search for it while trying to fend off the boss and fighting lesser undead at the same time, to end the dungeon on a frantic fight is better than a sign posted quest solution.
Another complaint of mine is that the Baldur's Gate city section is too scripted, too restricting and too focused, the city section feels without a purpose and too restricting. The maps you visit, you can zoom out beyond the edge of the map, I know this is more of an expansion than a full game and the maps can't be huge and filled with content but even some empty streets around the places you visit so when you zoom out you don't see some ugly ass black bars around the edges of the maps would be better.
The city would be far better with some side exploration like there is later on the game, maybe you finding a conspiracy of a powerful noble that secretly supported the Shinning lady being the responsible for assassins sent to you on her orders. I dunno, the Baldur's Gate section needed some non linearity and needed some better link to connect you to the Shinning Lady on a personal way(fuck Imoen, if the Shinning Lady had killed her, I would be a fan). The way things are handled at the start of the game, it is too much talk talk of already known exposition, not enough new things, too much being pushed ahead and not enough doing stuff on Baldur's Gate city.
If any of you BeamDog staff (with exception of the faggits that censor people on their forums and added shitty preaching content on the game) is corageous enough to keep reading the codex, the game has fun content and I had more fun with it than Pillars of Eternity but there is too much casual pandering, especially on the excessive sign posting tool tips. Let the player be lost for the fucking sake. Bioware surprised people with a fucking demilich on the middle of Athkatla on BG 2, you have room to let the player be surprised too.
TL; DR: #DieCasuals #LessHandholding #LessRailroading #LessScriptedShit #KeepUsingDnD #SurprisePlayer #ThrowImoenOnTheFireElementalPlane
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