korenzel
Educated
- Joined
- May 18, 2010
- Messages
- 278
Saxon1974 said:Im curious as well if it gets better after the demo. Im not interested after playing the demo at this point. I despise regenerating health. Game seems too easy.
It appears that even with nice graphics upgrade its a far inferior game from the avernums and geneforge games.
It doesn't get much better.
I play the game on Hard, and while the majority of the fights are very easy (especially if you have a blademaster in your group as they're extremely hard to kill), some encounters were rather challenging and actually made me reload or use some consumable. These fights were exclusively found during side quests or in one case random map exploration, the actual story battles are very manageable even on the first try. Cooldowns now replace the mana bar and I find they limit possible tactics. They're all rather high (usually 10 turns) so you can't keep a designated healer, can't go all out and spam your biggest spells. Not that you'd need to, but it would be nice to have more options without having to burn through a limited supply of potions.
Character customization isn't the game's strong point, as each class has two, maybe three viable paths to take. The middle branch is pretty much mandatory as it contains very useful passive abilities, and is required if you want the high tier spells. That leaves you with either the left branch (direct damage) or the right one (support).
So far the game's structure is disappointing. You can't complete an area and then move on, you need to revisit previously explored locations often. The first quest sends you to the desert, in which you deal with a minor problem and suspect there might be a bigger one, but aren't allowed to investigate further. Second quest sends you in the forest, in which you deal with another minor problem, but again are forbidden from looking into it too much. Third quest sends you back to the desert, in which a new dungeon unlocks, and I have no doubt I'll be back in the forest to deal with unfinished business when the game deems I have to.
Each time you revisit an area as the story demands, new sidequests are unlocked from the same people who gave sidequests before, but who wouldn't give you their next assignment for some dubious reason (be it "we need to gather money" or "you're not experienced enough"). It breaks quest chains completely and prevents you from you attempting some fights at low levels. It also makes revisits tedious as you need to crawl all over previously explored maps to check if the quest givers finally find you worthy. It isn't helped by the character's rather slow walk speed, the price that had to be paid in exchange of some half assed walking animations.
The story so far hasn't been very engaging. Vogel tries very hard at making you feel Avadon is bad but so far has failed completely, as the alternative you're shown is much worse. Your character lacks crucial dialogue choices when handling some apparently plot critical quests. Companions are uninteresting, and they seemingly each have their own sidequest in which you can choose to make them loyal and disobey Avadon, or hold your principles and make them unhappy. Will these choices have consequences ? I have no idea.
Exploration is reduced drastically, most areas contain enough space for the main quest and maybe one or two sidequests, along with some random groups of easy monsters. I have found only one area that isn't yet related to the main plot or loyalty mission. Dungeons are mostly one way corridors in which you fight off monsters and/or scripted events until you reach the boss, with the occasional side room to handle secondary assignments.