Tags: Frayed Knights
<p>Jay "Rampant Coyote" Barnson hates Wizardry 8. Or, to be more precise, he hates fighting wesps in Trynton alongside a few Trynnie patrols because these stupid encounters can steal hours of your life while being absolutely lame. To be even more precise, I hate that, he didn't even mention it. But it was the first thing that came to my mind after reading his piece on the topic of <a href="http://rampantgames.com/blog/?p=1704" target="_blank">needlessly drawn-out combat encounters</a>.</p>
<blockquote>
<p>I’m a fan of turn-based combat in RPGs. Not to the exclusion of real-time combat, but I love the little tactical mini-game of turn-based combat. I’m one of those people for whom the original <strong>X-Com</strong> might as well have been brought down from Mount Olympus itself by Promethius (in the hand that wasn’t holding a torch).</p>
<p>But even I have my limits. My number one complaint about <strong>Wizardry 8</strong> – which was otherwise a stellar RPG that seemed written specifically for me – was the length of its combat. The seemingly interminable final battle in <strong>Persona 3</strong> almost (but not quite) spoiled the game for me, especially as I failed so close to victory the first time and had to replay the whole thing – which took me well into the wee hours of the morning. Stupid save-points. And my love of the classic “Gold Box” games – and their signature tactical combat in the style of miniatures-based 1st edition Dungeons & Dragons games – is tempered somewhat by the memory of some really long, drawn-out fights against random encounters. Particularly in the first game, <strong>Pool of Radiance</strong>.</p>
</blockquote>
<p>Spotted at: <a href="http://www.rpgwatch.com/#16254">RPGWatch</a></p>
<p>Jay "Rampant Coyote" Barnson hates Wizardry 8. Or, to be more precise, he hates fighting wesps in Trynton alongside a few Trynnie patrols because these stupid encounters can steal hours of your life while being absolutely lame. To be even more precise, I hate that, he didn't even mention it. But it was the first thing that came to my mind after reading his piece on the topic of <a href="http://rampantgames.com/blog/?p=1704" target="_blank">needlessly drawn-out combat encounters</a>.</p>
<blockquote>
<p>I’m a fan of turn-based combat in RPGs. Not to the exclusion of real-time combat, but I love the little tactical mini-game of turn-based combat. I’m one of those people for whom the original <strong>X-Com</strong> might as well have been brought down from Mount Olympus itself by Promethius (in the hand that wasn’t holding a torch).</p>
<p>But even I have my limits. My number one complaint about <strong>Wizardry 8</strong> – which was otherwise a stellar RPG that seemed written specifically for me – was the length of its combat. The seemingly interminable final battle in <strong>Persona 3</strong> almost (but not quite) spoiled the game for me, especially as I failed so close to victory the first time and had to replay the whole thing – which took me well into the wee hours of the morning. Stupid save-points. And my love of the classic “Gold Box” games – and their signature tactical combat in the style of miniatures-based 1st edition Dungeons & Dragons games – is tempered somewhat by the memory of some really long, drawn-out fights against random encounters. Particularly in the first game, <strong>Pool of Radiance</strong>.</p>
</blockquote>
<p>Spotted at: <a href="http://www.rpgwatch.com/#16254">RPGWatch</a></p>