hello friend
Arcane
I don't get you guys. I thought the game was best-looking game I'd seen in years. Pretty as fuck.
I don't get you guys. I thought the game was best-looking game I'd seen in years. Pretty as fuck.
Well, you might want to quit then, because not much is going to change. If I were you, my recommendation is that you stop now if you don't like what you have played. It'll be wasted time you can spend on something that you enjoy.Guys, you're trolling me right? Or is there a graphical setting that unlocks with a secret key-combo? I've now explored a town and some caves, and it's all a brown and gray diarrhea painting by someone with Parkinson's. The caves are so non-descript I'm having trouble telling what's a wall and what's a floor at times.
It looks good?! Have you never played Baldur's Gate, made almost 20 years earlier?
And the combat! LEEEEL. THIS IS HARDCORE MAN. LIKE A HARDCOAR RPG. YOU WILL CRY BECUAUSE IT'S SO HARDCORR.
Come on. You're shitting me. Not a single engagement has been challenging what with luring shit 1 NPC at a time and bullshit healing from Vilhelm with no downsides. Tactics? What tactics. Click on shit and wait.
RTwP sucks in general, so it's kind of a moot point.
Cautiously thinking of playing this again...hopefully to the end this time but I heard there is an update coming. How soon?
What's with the load times? It's like an unoptimized AAA title.
Load times are terrible, combat is not very tactical, spell system it mostly useless, resolution of the game makes all UI barely usable but for me the worst offender is lack of quality Fallout level quests.While I am trying to like this game, it is structurally faulty from the bottom to the top sadly. It doesn't play to its strength but instead smashes you over the head with its faults all the time.
Is it Fallout level or even close? No it is not. Go sit down again, you failed.The quest system is very good, with no checklist and with the good proportion of not retarded traditional quests, puzzles and secrets.
Some of the creatures are from various pagan folklore, which is probably why they are unknown to most players. I agree that there should be far more exposition & lore on them, but frankly I still prefer this to the usual "lets put dwarves and elves in it" approach.The world building needed to be so much better than this. I think I met more Merchants than proper NPCs in Corem for example. This world is cool and all but it feels utterly generic due to the way the content is structured.
For example, the Padurii seem like interesting evil creatures but even after rescuing a child from them I barely know anything about them.
I don't like the ending either, but I disagree about the "moralizing" aspect:Oh and the less said about the ending the better.This where the Mama Hannah and Papa Joe decided to sit me down and moralize about the fact killing is bad mkay while singing "Kumbaya milord! Kumbaya!". First off, this is hardly original insight into the fact that games have ridiculous kill counts. Secondly. I love patronizing garbage like this "You could have disabled them or let them flee". Yes I could have if the game allowed it and every single sentient enemy didn't fight to the death no matter the situation. But it doesn't so screw you. Also you stumble into most situations rather than cause them. If you really wanted to make this point the critical path should have required some unequivocally hard choices rather the devs strawmanning your character for their gotcha moment which makes it fall completely flat.
I have a support dude just channeling Blood Cocoon every fight, any point in investing in any other spell for him?