Werdna's Revenge
Cipher
Looks nice, pre-gen parties in a blobber are a warning sign though. I mean it could work, but it leaves me cautious.
time to hand in yourbadge
We could certainly use more Dungeon Master-likes, but not every game needs to be one.
But this game is trying to be like Dungeon Master, as it's real-time in all aspects except the combat. Explain how that adds up.
Past games have had to make various compromises due to technological limitations, but that was 30+ years ago. There is nothing that justifies a game being made today that deliberately mixes the two genres in such a lopsided manner.
Either make it a proper turn-based game, or a proper real-time game. There is no in-between.
Why would you make the out of combat part turn based? It would be annoying and slow, and wouldn't add anything to the game.
Why would you make the out of combat part turn based? It would be annoying and slow, and wouldn't add anything to the game.
Precisely. That's the downside of turn-based, it slows everything down. You have to design the entire game around the turn-based concept to avoid that. Heroes 3 is turn-based through and through.
Imagine you make a game that's 100% real-time. Now take one major aspect of it and make it turn-based. What would you get? It would be annoying and slow, and whatever it added to the game would be counteractive and break the immersion. (For added mental exercise, create a 100% turn-based game and make one major aspect of it real-time, see if that works out any better.)
And like it or not, immersion sells better than a good combat system, even if it's turn-based and tacked onto a real-time game.
Back then we didn't have much of a choice about what kind of games we played. Now we have choice, and I choose to pass on this title.
That's just absurd.Imagine you make a game that's 100% real-time. Now take one major aspect of it and make it turn-based. What would you get? It would be annoying and slow, and whatever it added to the game would be counteractive and break the immersion.
Many words to say nothing, complete with false equivalences like Apocalypse which doesn't make the mistake of making one aspect real-time where everything else is turn-based - it tries to make that aspect work in both real-time and turn-based at the same time.
Also, Wizardry 8 is real-time in exploration, turn-based in combat, and yet somehow it werks out just fine.
And even further, I fail to see how a turn-based interface/arena for combat that is separate from the actual world depicted during exploration is somehow completely anathema when in practice you have that shit happen everywhere else, from Wizardry, through Might and Magic, Bard's Tale, Realms of Arkania or even Krondor.
That's just absurd.
All real-time blobber combat ever has simply been about hitting the enter button as quickly as you can to attack with whatever main weapon the current character has.
Because there is no time for anything more thoughtful than that. At least not in party-based dungeon crawlers (single person is different). You just cannot have interesting, deep combat in real-time if you have to manage multiple people at once.
Seriously, just look at this:
I love Might & Magic, but I love it because of the world, the freedom, the art and the use of magic outside of combat (like, for buffing pre-combat). I basically love all aspects of it except the combat, but the combat itself is atrocious and absurdly simple, always has been.
There is a reason the no1 strategy is to just give everyone bows to turn the game into a shooter with four weapons.
Turn-based combat in these games is the only thing that allows combat to have any actual depth besides just playing Dance Dance Revolution in a dungeon or similar clusterfucks. Of course, there are usually still trash mobs that devolve into pressing enter as quickly as possible to get it over with. But there are also lots of fights that will make you actually use your arsenal and possibilities, besides just pre-combat buffing or throwing a fireball while the enemies aren't in melee range yet.
It is very telling that this is what you think counts as non-simplistic.Your bias against real-time dungeon crawlers is noted. It's also clear that you haven't played many of them at all. "Simply been about hitting the enter button as quickly as you can." "Because there is no time for anything more thoughtful than that." Riiight. Like real-time games do not have enemies that are immune to some things, but vulnerable to others, and leave it up to the player to have to switch out the weapons/spells in real-time to combat them.
So even Jagged Alliance is bad in this regard, because it has real time exploration?Why would you make the out of combat part turn based? It would be annoying and slow, and wouldn't add anything to the game.
Precisely. That's the downside of turn-based, it slows everything down. You have to design the entire game around the turn-based concept to avoid that. Heroes 3 is turn-based through and through.
Imagine you make a game that's 100% real-time. Now take one major aspect of it and make it turn-based. What would you get? It would be annoying and slow, and whatever it added to the game would be counteractive and break the immersion. (For added mental exercise, create a 100% turn-based game and make one major aspect of it real-time, see if that works out any better.)
And like it or not, immersion sells better than a good combat system, even if it's turn-based and tacked onto a real-time game.
Back then we didn't have much of a choice about what kind of games we played. Now we have choice, and I choose to pass on this title.
And fails. Interesting how you don't mention that.
but from what I can tell it's not real-time
Look, if you purposefully refuse to read or acknowledge what I've already written you should just state that you're going to do so, leave the appropriate rating and go sulk in the corner because someone dares to have a different opinion to yours. It saves everyone lots of time.
Can't speak for the others, but I do not assume that.Besides the general WTF-ness of this argument, why are you all even assuming the exploration will be real-time and not Xeen-style in the first place?
Besides the general WTF-ness of this argument, why are you all even assuming the exploration will be real-time and not Xeen-style in the first place?
How is MMX slower than Grimrock outside of combat exactly? (purposefully talking about modern 3D games to avoid the technology debate)other than turn-based being slower
Xulima did some timing-based puzzles in TB, and it worked just fine. But yeah, let's hear the dev.I think he might have based this assumption on the trailer and the closing-opening pitfalls.
Depends entirely on the implementation.How is MMX slower than Grimrock outside of combat exactly? (purposefully talking about modern 3D games to avoid the technology debate)other than turn-based being slower
It is very telling that this is what you think counts as non-simplistic.
Switch out a weapon or spell, which you'd usually do prior to an encounter anyway? Really?
It fails because it tries to have ONE major element BOTH turn-based AND real-time at the same time.
Also, if you really want to take X-COM as your example here, what do you say about the fact that the geoscape is real-time but combat is turn-based in the originals?
but from what I can tell it's not real-time
you can tell wrong
[So even Jagged Alliance is bad in this regard, because it has real time exploration?
Look, if you purposefully refuse to read or acknowledge what I've already written you should just state that you're going to do so, leave the appropriate rating and go sulk in the corner because someone dares to have a different opinion to yours. It saves everyone lots of time.
No. I'm perfectly fine if you don't find this game appealing for whatever reason, but if that's the case, then you should just say so, instead of resorting to empty platitudes that you present as universal, yet which find no basis in reality.
Fortunately, we now have the technology to contact developers directly and ask McLovinZen for a possible clarification.
Simple. The original X-COM games are actually two games stapled together, the Geoscape and the combat. They even have two seperate .exe files. They're also completely seperate in almost every way, to the point that describing them is like taping an apple to a banana and calling it a potato. Because the difference is so apparent no one really stops to think about it, but here you are.
Using the same resource, find me a video that shows where a Wizardry 8 player has to overcome some kind of in-game obstacle in a real-time environment. You know, dodging a trap, solving a puzzle dependant upon timing, something along those lines.
I already said that I don't find this game appealing to me. I detailed the reason.
started making demands of me
As if on cue to prove my point, you appeal to a higher authority to try to draw attention from yourself, while simultaneously trying to smear your Opponent of the Day. It's not the first time you do this, and it won't be the last.
Well, there's a first time for everything. But once you walked into a tomb and found out that skeletons may require blunt weapons, what will you do each time before you walk into a tomb? Right.You assume that in every conceivable scenario you know what you're up against before the battle even begins. Murphy has a law for that.
What you describe is just bad combat/encounter design. Which leads to the same in both turn-based and real-time combat.You can have a battle plan deeper than the Mariana trench at the ready, but it'll only work as long as both your troops and your enemies obey it. That's turn-based combat. Real-time combat requires that you not only make a plan, but that you also follow it through yourself, making any needed changes to the plan as they're called upon.
You know people are out of arguments when they start citing popularity.Now try to guess which school of thought is more closer to life itself, guess which one is more engrossing for the player, and guess which one is more popular in general.
And microsoft store.
This too has gone to Epic exclusive: