Kessai
Novice
- Joined
- Feb 23, 2018
- Messages
- 4
There's "maintaining a distinct identity in your games" and then there's "doing the Todd Howard and re-releasing the same game". This looks a lot like the latter, with Divinity Original Sin hanging above it like a bad hangover.
Emerging from a crashed ship you were captive in, collecting a bunch of goons whose main character trait is being cheeky and sardonic, all of whom suffer from the same flavor of fantasy-gonorrhea as yourself.
Even the rocky/sandy environments themselves somehow smacked of DOS2's Fort Joy beach, while the fight with looters in the ruins looked like a scene ripped straight from DOS2 (first fight alongside Gareth, that retard?)
Graphically, this didn't look like Baldur's Gate, not because of the 3D style but because of the art direction itself.
The lighting and color palette are almost the same as DOS2, perhaps just a little less saturated. Baldur's Gate had this sweet, kind of gritty style that is completely absent here.
https://www.baldursgateii.com/images/screens/screen01.jpg <- more of this.
Some of the abilities also reek of "AWESOME BUTTON". Your guy can apparently jump like a springboard, which doubles as a /DISENGAGE/, all as a damn bonus action. Why? "Teh tadpoel did et". The tadpole sounds like an excuse to bring in the mobility of DOS2 combat, which is in itself questionable because D&D combat is purposefully sticky until you get access to flying and crap like that. If you wanna disengage in regular 5e, better pack your weapons in, because disengaging's a regular action.
I wouldn't mind these changes if they didn't serve to make the game even more divinity-like when it was already farting around so much with its atmosphere. Pre-alpha or not, the copy-pasted UI elements also didn't help the first impression, at all.
The whole thing reminded me of the adventures my friend ran for us in DOS2's Game Master mode when we were bored, beginning with that Das Schwarze Auge module and moving onto a couple of custom stories.
Why does a Baldur's Gate sequel look like someone locked my friend in a basement with DOS2's Game Master mode for a decade?
P.S. At least it's turn-based.
Emerging from a crashed ship you were captive in, collecting a bunch of goons whose main character trait is being cheeky and sardonic, all of whom suffer from the same flavor of fantasy-gonorrhea as yourself.
Even the rocky/sandy environments themselves somehow smacked of DOS2's Fort Joy beach, while the fight with looters in the ruins looked like a scene ripped straight from DOS2 (first fight alongside Gareth, that retard?)
Graphically, this didn't look like Baldur's Gate, not because of the 3D style but because of the art direction itself.
The lighting and color palette are almost the same as DOS2, perhaps just a little less saturated. Baldur's Gate had this sweet, kind of gritty style that is completely absent here.
https://www.baldursgateii.com/images/screens/screen01.jpg <- more of this.
Some of the abilities also reek of "AWESOME BUTTON". Your guy can apparently jump like a springboard, which doubles as a /DISENGAGE/, all as a damn bonus action. Why? "Teh tadpoel did et". The tadpole sounds like an excuse to bring in the mobility of DOS2 combat, which is in itself questionable because D&D combat is purposefully sticky until you get access to flying and crap like that. If you wanna disengage in regular 5e, better pack your weapons in, because disengaging's a regular action.
I wouldn't mind these changes if they didn't serve to make the game even more divinity-like when it was already farting around so much with its atmosphere. Pre-alpha or not, the copy-pasted UI elements also didn't help the first impression, at all.
The whole thing reminded me of the adventures my friend ran for us in DOS2's Game Master mode when we were bored, beginning with that Das Schwarze Auge module and moving onto a couple of custom stories.
Why does a Baldur's Gate sequel look like someone locked my friend in a basement with DOS2's Game Master mode for a decade?
P.S. At least it's turn-based.