After PoE i didn't expect much and i must say they managed not to disappoint me since i also didn't get much.
As expected much of it stands on the shoulders of its predecessor. A huge part of the game you only walk in one direction and get to hear quotes from PoE. As a consequence a huge part of the game is very linear and quite unreplayable.
Another thing that bugged me was the emphasis on voice overs and descriptive writing in combination with voice overs. That must have cost a lot of money and development time and is probably the reason why the game ended up being so short. The length though is not that problematic since it's not a very good game anyway so it's good that it doesn't overstay its welcome.
It's weird though that it chose to get rid of combat all together and focus only on dialogues. It reminds me of Numenera, but that one at least had some combat. This design decision of course simplifies the game a lot, making itemization and character development obsolete and thus hard to criticize.
That pretty much leaves us only with graphics, sound and writing to write about. But since i'm not retarded, i don't spend my time listening to game music when there's real music out there, so i just mute it and you're gonna have to look up videos of it on youtube if game music interests you much. i won't comment on it.
The game does have graphics, though I'm not sure what for. It's all just a bunch of descriptive purple prose anyway with a few lines of bla bla bla in between. The story can be summed up in one or two lines: You walk a purple line , meet a dwarf you can't talk to who opens a door to some gipsy fortune teller whom you tell to screw herself and then the credits start rolling.
Maybe it has some artistic value, but as a game i find it a bit uninteractive. I give it a 3/5.
As expected much of it stands on the shoulders of its predecessor. A huge part of the game you only walk in one direction and get to hear quotes from PoE. As a consequence a huge part of the game is very linear and quite unreplayable.
Another thing that bugged me was the emphasis on voice overs and descriptive writing in combination with voice overs. That must have cost a lot of money and development time and is probably the reason why the game ended up being so short. The length though is not that problematic since it's not a very good game anyway so it's good that it doesn't overstay its welcome.
It's weird though that it chose to get rid of combat all together and focus only on dialogues. It reminds me of Numenera, but that one at least had some combat. This design decision of course simplifies the game a lot, making itemization and character development obsolete and thus hard to criticize.
That pretty much leaves us only with graphics, sound and writing to write about. But since i'm not retarded, i don't spend my time listening to game music when there's real music out there, so i just mute it and you're gonna have to look up videos of it on youtube if game music interests you much. i won't comment on it.
The game does have graphics, though I'm not sure what for. It's all just a bunch of descriptive purple prose anyway with a few lines of bla bla bla in between. The story can be summed up in one or two lines: You walk a purple line , meet a dwarf you can't talk to who opens a door to some gipsy fortune teller whom you tell to screw herself and then the credits start rolling.
Maybe it has some artistic value, but as a game i find it a bit uninteractive. I give it a 3/5.
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