Played very little, but here are my impressions so far. I guess they're kindda chaotic, I apologize. I wrote them by hand while I played.
First off: Fucking nice job, just fucking nice job. Whatever my ultimate stance on the game and whether I will love it or hate it, it is functional and it is a major mile-stone for proper game design values in a world of utter crap. It has the right ideas - what remains to be seen is whether they are carried out in a way I like. But no matter what, I congratulate
Vault Dweller and the team for the effort.
My sporadic first impressions are with a Praetor with primary skills Block, Etiquette, Persuasion and Hammer.
+:
+ Music is awesome
+ Character Creation is cool
+ Graphics are really good
+ What's good about the combat: Weapons feel and play different, different attack options were interesting to explore at first. Turn-based is great of course (albeit slow animations will be a pain in the long run, I foresee). I love focusing on my characters strengths, and I like being penalized for his weaknesses.
+ "TEXT-ADVENTURE" STYLE IS FUCKING AWESOME! Fuck the teleporting-criticism, I'm on your fucking ship, VD, and I'll sail it into the maw of hell defending it. There is variety, you have a sense that your choices affect the course of the mini-plots within the quest-lines in a major way, and maybe most important: You always have the sense that
maybe you could've done better. In a game about choice, what you did not choose matters as much as the choice you did make. It is true that the skill choices sometimes actually "deny" choice because they are obviously better, but meh. It is a small problem compared to how much fun I'm having with it.
-:
- Loading screen text flies by way too fast
- I can hardly see the character I'm creating (1366x768 resolution)
- Needs moar auto-save
- What's bad about the combat: WAAAAAAAAAAAAAAAY too much "1st level D&D syndrome", meaning that lucky rolls more often than not will decide the outcome of a fight. I get that you're all about making combat hard, but there's good hard and bad hard. Good hard is when making bad choices or not playing smart punishes you. Bad hard is when rinse-and-repeat is what'll win the day. In short, I agree with what
sea said. For reference, I specialized in Block (my highest skill), had good dex, low con, and average str. The game gave me a sword for some reason (highest weapon skill was hammer and axe) but my skill with it was ok so I don't think that mattered much. The point was that even with good combat skills, random rolls made some encounters nigh impossible on the first go, and a cake-walk after a single reload.
- The game's combat really, really suffers from not being party-based. Combat and it's mechanics are in and of themselves excellent, it's just that you don't utilize it that much with just one dude. It often ends up being you standing still on the spot, using whatever combination of options nets you the most damage-for-AP ratio. And it's a colossal shame when you think about the excellent mechanics lying behind it all. In essence, my initial thoughts on combat are "really good fundamental mechanics, bad execution", and I feel this way because it feels like you use the mechanics too little.
- Dialogue much too often conveys almost nothing but the information I need regarding the quest. Sometimes there is an utter lack of characterization. Whoever is able to immerse themselves in the game anyway I salute. I, for one, cannot. The fact that some characters speak like bill-boards or infomercials throws me right out of any immersion created by the awesome world, cool setting and good music. My Praetor's first conversation is a prime example:
Quest-giver: "Hail, Charname. Have you heard about the murder? Traders are slaughtering each other. Usually I wouldn't care, but I need an artefact on the dead guy. Go get it."
Charname: "I remind them who runs this town."
Quest-giver: "Talk to Dellar."
Charname: "At once, my Lord."
I mean, who the hell has conversations like this? Fortunately, what the dialogue lacks is partly rescued by the excellent description-text that precedes the dialogue.
To conclude, I like what I see so far. It certainly beats the living shit out of most "RPGs" I've played the last couple of years, except a few notable exceptions.