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It wasn't that bad.
The rant was actually quite good, for a rant. Complete nonsense written in an unreadable format, but a first class rant none-the-less.
It wasn't that bad.
You sound suspiciously comfortable here.It wasn't that bad.
The rant was actually quite good, for a rant. Complete nonsense written in an unreadable format, but a first class rant none-the-less.
Yes the Military Base is the final area. No, you don't have to fight anyone. You can sneak through the whole thing. I believe you can also use science/repair to go through the force fields and avoid combat.if i remember correctly, in the last area of fallout 1, you don´t need to combat anybody, and can induce the final boss to suicide.Well yeah, of course. But we all know FO 1-2.Good Question!
Fallout 1/2 got the final dungeons with some quests inside, and way to finish the game without too much combat.
Ditto with Torment Planescape.
Though wasn't the Military Base in FO1 a combat area? Otherwise, the real Fallouts are nice example.
Can't agree about PS:T. The last part of the game has a lot of unnecessary combat.
Age of Decadence is going to be like that. Well not exactly, as there are 3 towns, not one, but the idea is similar. There are some additional locations, but no traditional combat-heavy dungeons.Why not just give up and make a city adventure. One detailed location, NPCs that change through time, short combat encounters from time to time, heavy CnC, ability to give non-essential NPCs some character development since you don't change them every 3 hours or so. The first Witcher was the closest to that type of game I believe. I mean look, if you spend resources on something people will either dislike or ignore just because it's an old genre trope then you are just wasting your money.
However there are no city-adventure RPGs with mechanic centred solely around cities (just like dungeon crawlers are focused on dungeons).
Okay, you can use radio to disengage force fields, I remember. Anyway, Fallout is an example of a good endgame design. And BTW Military Base is one of two final areas and you can choose where to go first, that's awesome too.Yes the Military Base is the final area. No, you don't have to fight anyone. You can sneak through the whole thing. I believe you can also use science/repair to go through the force fields and avoid combat.
Lionheart must be in the second category.RPGs with very satisfying endgame areas
Fallout (Cathedral)
Fallout 2 (Enclave oil rig)
Deus Ex (Area 51)
Jagged Alliance 2 (Meduna)
RPGs with disappointing endgame areas
Dragon Age: Origins (Battle of Denerim trash mobs)
Planescape: Torment (Shadow trash mobs, then Vhailor/Ignus)
Baldur's Gate (bad pathfinding thieves maze)
Mask of the Betrayer (City of Judgment trash mobs)
Arcanum (Vendigroth dungeons and the Void bore)
RPGs where at least they tried
Icewind Dale 2 (Severed Hand, lots of quest XP and dialogue)
Storm of Zehir (World Serpent temple, stealth rewards)
>Icewind Dale 2
RPGs where at least they tried
Icewind Dale 2 (Severed Hand, lots of quest XP and dialogue)
However there are no city-adventure RPGs with mechanic centred solely around cities (just like dungeon crawlers are focused on dungeons).
The NWN module "Honor among Thieves" and the NWN2 modules "Conan Chronicles 2" and "Crimmor" are like this (well, technically the first two do have some buildings that could qualify as "dungeons", but they can be skipped).
yeah, I actually thought about that too, because usually you fight elite bodyguards and the person who they are guarding appears much more powerful warrior than themselves, doesn't make much sense.For example, wouldn't it be really great to have an ending where you fight a great troop of high quality opponents outside the door of the endboss, but when you then go into the room of the endboss you find it to be one solitary Goblin that commits suicide upon your entrance (during a great cut-scene of hilarity etc). Bang, game over but with a really nice twist that will linger in our memory far more than slogging out great slobberbeast no.154, and you don't have to go to any of the trouble of breaking standard RPG conventions to do it.
And, afterall, Isn't this how most real-world dictators tend to go down? With lots of bluff and bodyguards then a whimper?
And, afterall, Isn't this how most real-world dictators tend to go down? With lots of bluff and bodyguards then a whimper?
RPGs with very satisfying endgame areas
Fallout (Cathedral)
Fallout 2 (Enclave oil rig)
Deus Ex (Area 51)
Jagged Alliance 2 (Meduna)
RPGs with disappointing endgame areas
Dragon Age: Origins (Battle of Denerim trash mobs)
Planescape: Torment (Shadow trash mobs, then Vhailor/Ignus)
Baldur's Gate (bad pathfinding thieves maze)
Mask of the Betrayer (City of Judgment trash mobs)
Arcanum (Vendigroth dungeons and the Void bore)
RPGs where at least they tried
Icewind Dale 2 (Severed Hand, lots of quest XP and dialogue)
Storm of Zehir (World Serpent temple, stealth rewards)
Just finished Lionheart: Legacy of the crusader.
I can't express in mere words how infuriating the last stretch of the game was. Actually, everything past barcellona was bad, but after tolouse it got really atrocious. "Oh, here's a dungeon filled with trash mobs... here's another... you know what, here, have another one!". It could have been a good game, if it wasn't for the absimal endgame (by 'endgame' i mean england and persia).
Thank god for the fact that at least the final boss was defeatable in dialog.
The devs said they put in the trash mobs, when they ran out of money.