Kliwer
Savant
- Joined
- Oct 19, 2018
- Messages
- 216
Also, if all these JRPG blocks don't get to you, maybe you're used to play JRPGs?
No. I don't know JRPGs at all, I don't like Asian aesthetics. However, I never really liked sandbox games. I've always preferred semi-open world games like BG2 or Gothic. Fully open ended games are fun in theory, but in practice it never (in my opinion) succeeds.
As for the hordes of enemies, i kind of like it, I like fighting colossal and tough scarce enemies but blasting through hordes of mobs also has it's charm.
We can agree to the disagreement, I suppose. Like I said - I don't like M&M 6-8, but I don't see anything wrong with the fact that others like them.
Did you play 8? Dungeons are way shorter but quite interesting for most of them.
It is true. M&M 8 has the best dungeons in the 6-8 trilogy.
But then, i wonder why you're thinking they're so gorgeous in Legacy?
What's so gorgeous about them and don't talk about the one dungeon you like, tell me how many dungeons in X you think are so gorgeous ?
Do you mean you like the way they look? It would be the beginning of an answer...
First of all - as I said - there are riddles here. Rhymes on chests, levers, pressure plates etc. in the very structure of the dungeons. Nothing fancy when compared to the old titles (M&M 3-5, Anvil by Dawn, Lands of Lore), but compared to the present day it is something great.
Second - I like the turn-based combat system in this game. It is the only M&M game with a relatively developed combat system. I will say more - this is almost the only blobber combat system I like. I don't like realtime blobbers. I don't like the "phase" system (like in Wizardry), and I don't like hybrid systems (like in M&M 6-8 or Wizards and Warriors). I like the classic turn-based system. Maybe that's why I like M&M X so much. I also believe that in M&MX, encounters with enemies are cleverly inscribed in the structure of levels (e.g. fighting ghosts on narrow footbridges - when enemies can levitate over gaps and we cannot).
Third - I like the system of hidden, stat-dependent passages. It could be done better, but it's okay.
Fourth - I believe that these dungeons have charm and an interesting structure. Not all, but many. Lighthouse - good placement of enemies in a narrow space and a great final boss + a delightful view on the land as a reward. Tomb of Thousand Terrors with a dark atmosphere. The already mentioned Tower of Enigma - a dungeon without enemies I have not seen since when? Realms of Arkania 1? Elemental Forge - also cool, both in terms of puzzles and boss fights. Even the Underground City - a multi-level dungeon with exits at different points on the map.
To this it should be added that I like the dynamics of this game. Gold is scare on higher difficulty. Fighting is still a challenge. I like character development - very "narrow", you have to count skill points well, never have place for everything you want.
These dungeons - as I mentioned - are not the best ever. But they are solid. Plus, all the rest of the game's aspects are very good.
In my opinion, the best dungeons in this genre of games are offered by Wizards and Warriors. I've never seen anything better. But at the same time, this game is so underdeveloped, so crippled in technical terms, that I often had to force myself to keep going. The M&M X, by contrast, is less brilliant, but more technically polished. Sometimes it's hard to say which game is better. Is the one with a spark of genius, but deeply flawed in some aspects (W&W, Arcanum)? Or the one that does everything only by craftsmanship solidly, but without breaking anything seriously (M&MX: L, Drakensang, BG2)?
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