Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Review IGN likes BeyDiv despite the flaws

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Tags: Beyond Divinity; Larian Studios

<a href=http://pc.ign.com>IGN</a> posted a <a href=http://pc.ign.com/articles/512/512079p1.html>review</a> of <a href=http://www.beyond-divinity.com>Beyond Divinity</a> giving it <b>8/10</b> and noting that <i>an impressive series of flaws can be fixed or tweaked</i>.
<br>
<br>
<blockquote>But my strongest criticisms are reserved for Beyond Divinity's game balance, notably, again, in its skills system. Why divide up each kind of arrow (poison, fire, water, normal, explosive, etc) into its own separate weapons skill? Not only is this highly unrealistic, but it's frustrating to the player who prefers archers and is already willing to give up all melee proficiencies. Similarly, you can learn slashing, one-handed weapons early in the game, only to discover quite a while later that there's a completely different skill which improves slashing, one-handed weapons with the use of a shield. Oh, you might think, so that's why my Death Knight hasn't been doing any damage to even the weakest creatures, despite having allocated five expensive skill points in slashing, one-handed accuracy! I don't mind this non-standard weapons division, but would have preferred having a hint that the skill available at start-up was virtually useless when I equipped a shield.</blockquote>Unfortunately, while the basic idea to create your own skills was good, the implementation wasn't. That pretty much summarizes Beyond Divinity: poorly implemented good idea.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom