So, impressions. I played R1 extensively and experienced the learning curve, until I could finish that demo with most characters; now I've played through R4 with several abortive characters, and finished with a typical combat-oriented assassin (Dagger/Dodge). Long story short: I see no major revolutions from 18 months ago, but I do see that just about every change made is for the better, and the game comes together much more as a complete product. It does look like there's more work to be done in Maadoran and probably later parts of the game.
Quests / Writing
Teron is in large strokes the same as R1, from what I remember - still good, still the paragon of reactivity made all the more interesting by every character class covering every different angle of one main plot. Maadoran feels like it is more empty (mainly due to large buildings and the scale issue, but consider for instance how soulless 'Noble Homes' area feels), but I need to play with more characters to see what I missed and how it pans out differently.
It's interesting that the writing is done very well in the micro-level characterisation, i.e. why x is a pragmatic bastard in a very specific way and why they do what they do, but in terms of plot, you go through Teron and you go through Maadoran and you still feel like there's not much of a big story - whether 'epic' or not - which gives you a sense of where the world is moving. There's a power struggle between the lords and factions, but not a specific plot or specific event that it is leading up to, for a lot of the time you play in R4. I think that is a significant weakness; when we could only play Teron it felt like Maadoran would ramp things up, but when you play Maadoran it feels like things are deferred to Ganezzar.
In fact, I'm convinced that I just didn't read something VD posted, and that Maadoran is not feature complete - fighting in the Arena takes basically over 50% of the game-time there, and my combat-oriented assassin wracked up ~9000 gold ere the end with nowhere to spend it on, the only selection of merchants selling the same things as Teron, and no alchemical ingredients & only one batch of crafting materials available. I can't imagine this is how it will be on release.
Combat / Difficulty
As an assassin, coming back into it 18 months after R1, it was still quite difficult to beat fights with a combat-oriented character. Which is fine. I'm not sure myself what the best balance is. On one hand, if you focus SPs on combat and you've died a couple dozen times while learning the game, you can make it through. On the other hand, I think a lot of players will have a pretty legitimate point of frustration: I've reloaded several times, I think I understand how the game rules work now, I've built a combat oriented character, but now I'm at a stage where it feels like I'm not strong enough to force a combat resolution with Miltiades' ambush, the thugs behind the tavern, the refugees, the beggar-bait, the bandit camp or the outpost.
In other words, it's all good saying you shouldn't expect every fight to be winnable and sometimes you should run away or seek a cowardly resolution, I'm all for that. But I can also see how it sucks if you build a combat character, you don't do that so that you're too weak and pussy out of all the fights, you do it so you can get into difficult but winnable fights more than half of the time.
Obviously, this depends on player competence. I remember in R1 about ten characters got into this bottleneck but once I 'mastered' how it all worked I could build characters that are really a force (though still not unbeatable). Basically, the question becomes this: for a combat character to be decent but not all-conquering in AOD combat, how many reloads and restarts do you need? Right now, I expect it'll be dozens of reloads and several characters for many players. Is that by design? And, separately, is that good design?
I personally enjoy the current difficulty, but I'm willing to reload dozens of times in other games, and I have a personal enthusiasm for AOD that makes me want to grow to like it. The most obvious solution is keep the current difficulty and introduce a slightly easier one, but I know VD in the past has said hell no to that.
It does feel like THC has been modfiied a little bit so that both you and your enemies aren't swinging in empty air as often, which is great.
Flow
Or, teleportation. Long story short, apart from minor areas I think it's now basically a non-issue; there are enough options to opt out of it and enough transition screens.
UI / Polish
Better than R1. Not immeasurably so, but any improvement is a good one and it's getting close to release-ready in my view. Still some bits and pieces, most of which I'm sure has been mentioned:
- Character creation: the character model is still far too dark. The skill tooltip should be visible when hovering over the +/- icons, too. A 'click' effect when selecting backgrounds is needed. Huge gap in the middle in the first screen.
- Dialogue screen: the text wraps a little too close to the scroll-bar when the latter does appear, there should be a little more of a gap. The gold text and the options text again run too close to the top corners of that box. The dots between each option looks odd and is not necessary. If you really want it, use a dot that is central, not a period.
- Trade/loot screen: great, but right-click should close the window.
- Traits & Ranks have no tooltips.
Bugs / Performance
- If you scare Rhaskos away with Streetwise, then choose to go get some poison, there's no dialogue option to get the poison from the Assassin's Guild alchemist, and the journal still shows 'talk to Rhaskos'.
- If you fail the Critical Strike check on the bandits outside Teron and get beaten up, it says you get 5 points in Dodge - but what does that mean in the new 1-10 system?
- The plain turban worn by one of the thieves in Levir(?)'s enclave has no icon graphic.
- Quest flags for 'talk to darista', both Reporting In and The Black Widow, don't disappear after you talk to her.
- Game crashes occasionally, often when going into menu or the map; when it does the game instance stays and has to be manually killed, otherwise slowing the computer down. Loading times are also a little long.
- A few typos - e.g. the house between the assassin's guild and the healer in Maadoran spells 'deliveries' wrong on the door tooltip, and the Basil / etc quest dialogues have some missing punctuation.
Next is a scoundrel / swindler Praetor.