Those Familiar with the mod Cursed Loot for Skyrim will fondly remember how cursed items were automatically equipped by that mod to the player character and were often quite hard to get rid of in addition to being a pain in the ass by taking up armor slots without offering any protection or even filling up holes people needed for other activities.
So when we talk about incline in regards to Grimoire, are we honest about what it actually brings to the table or are we just so hyped about an old game finally getting released that we give it a pass on mechanics?
I'd be perfectly willing to forgive the game for having crappy combat if it were a game like Arcanum with its huge amount of C&C, Morrowind with its clear focus on exploration or Planescape: Torment with its ingeniously quirky and colorful and deep recruitable characters.
But Grimoire is a blobber. Its very core is party based combat.
It comes as a disappointment when that very aspect is not just slightly flawed but a complete clusterfuck:
Casters aren't restricted to spell schools that reflect the focus of their class and are instead able to learn any spells the player wants them to learn. For a party based role playing game this is vomit inducing.
Bards start learning spells at level 3 making them casters for no reason and without any explanation. Not sure why warriors don't also naturally become casters as well. it seems to me the game wants you to use that mana bar it provides with any and all characters.
The worst thing about conditions is that you may fail to see you have any cause of the UI. the conditions themselves are trivially easy to get rid of and pose no danger with the amount of spell casters you have at your disposal all with the ability to learn curative spells.
Cursed items are too easy to recognize, don't attach themselves automatically to characters and are as trivial to remove as conditions.
So instead of weakening members of your party and making you have to try to overcome these weaknesses with tactics, the game relies on crappy enemies with either overpowered spells or so many attacks per turn it just doesn't make any sense.
And don't worry, if you lose any party members don't reload or revive them, just recruit NPCs. They join for free and are much better than any character you may have spent minutes to hours on at character creation, effectively rendering any thought you put into them meaningless.
I won't get into obvious bugs and oversights. I'm making a point based on these few but fundamentally bad design decisions. the point is the game is great as a walking simulator with its numerous maps but with crappy party based combat a bad blobber and with crappy and/or meaningless character creation and evolution a bad RPG.
i rate it wasted potential / 10.
So when we talk about incline in regards to Grimoire, are we honest about what it actually brings to the table or are we just so hyped about an old game finally getting released that we give it a pass on mechanics?
I'd be perfectly willing to forgive the game for having crappy combat if it were a game like Arcanum with its huge amount of C&C, Morrowind with its clear focus on exploration or Planescape: Torment with its ingeniously quirky and colorful and deep recruitable characters.
But Grimoire is a blobber. Its very core is party based combat.
It comes as a disappointment when that very aspect is not just slightly flawed but a complete clusterfuck:
Casters aren't restricted to spell schools that reflect the focus of their class and are instead able to learn any spells the player wants them to learn. For a party based role playing game this is vomit inducing.
Bards start learning spells at level 3 making them casters for no reason and without any explanation. Not sure why warriors don't also naturally become casters as well. it seems to me the game wants you to use that mana bar it provides with any and all characters.
The worst thing about conditions is that you may fail to see you have any cause of the UI. the conditions themselves are trivially easy to get rid of and pose no danger with the amount of spell casters you have at your disposal all with the ability to learn curative spells.
Cursed items are too easy to recognize, don't attach themselves automatically to characters and are as trivial to remove as conditions.
So instead of weakening members of your party and making you have to try to overcome these weaknesses with tactics, the game relies on crappy enemies with either overpowered spells or so many attacks per turn it just doesn't make any sense.
And don't worry, if you lose any party members don't reload or revive them, just recruit NPCs. They join for free and are much better than any character you may have spent minutes to hours on at character creation, effectively rendering any thought you put into them meaningless.
I won't get into obvious bugs and oversights. I'm making a point based on these few but fundamentally bad design decisions. the point is the game is great as a walking simulator with its numerous maps but with crappy party based combat a bad blobber and with crappy and/or meaningless character creation and evolution a bad RPG.
i rate it wasted potential / 10.