Black
Arcane
- Joined
- May 8, 2007
- Messages
- 1,873,174
Well yes, those two things are exclusive to each other.will probably be good. But sure as hell this is not baldur's gate.
Well yes, those two things are exclusive to each other.will probably be good. But sure as hell this is not baldur's gate.
Feels a bit weird that dialogue options are written as if a player were describing what their character has done.
Here's also hoping that they implement a lot more classes for release. Half the fun in BG(2) was building a (custom) party using all the crazy kits, dual-classes and stuff like that. I'm not familiar at all with D&D5; does it feature prestige classes/multi-diual classing or something similar to make the base classes less bland?
What an atrocity!
We went from this in 2000:
https://4.bp.blogspot.com/-HUi-ez4ubOc/WQ23NKlQwmI/AAAAAAAANB0/TghJNV4n7pc39jzmDFsC39UhXDDXjUCFQCLcB/s1600/upload+AR0700+waukeens+promenade.jpg
to this abominable 3d shit with rotatable camera 20 years later.
No 2d, no paper dolls, no prerendered gfx, no fixed camera, no rtwp
Hideous 3d gfx and hideous UI
And fucking rotatable camera
I'm pretty sure the "old BG fans" audience is pretty damn narrow, so a smart move on their part.Anyway, this looks like a rather straightforward mix between DA production values and DOS gameplay. Targeting disgruntled DA:O fans that didn't like the direction Bioware taken with the rest of the series actually seems pretty smart. I don't think they look to attract a lot of BG fans with this. The title is only there to message the potential customers that this game is a throwback to 'good old times' of pre-EA Bioware.
I'm not really feeling this choice to go for party-based initiative rather than having the queue fragmented on individual characters.Is there a significant reason for it?
- Since they are going for highly detailed, almost-photorealistic character models, there should be more effort in having animations/effects that MATCH that art style.
In the public gameplay I already noticed a bunch of minor detail where they went for the "cartoony" side of things instead, which is not a particularly good fit.
Examples include arrows that "curve" down massively at a three meters distance, characters that fall down almost floating horizontally like in a roadrunner clip rather than having a proper animation for it, jumping up and down that looks almost comedic in its cartoonish nature rather than a display of athleticism, etc.
If you ask me, it's because this is an overall better solution for a tactical combat system. But it appears their main reason is because team initiative will allow up to 4 players to act simultaneously in multiplayer.- I'm not really feeling this choice to go for party-based initiative rather than having the queue fragmented on individual characters.Is there a significant reason for it?
- I've never been a fan of the "Move one character, the other will follow automatically" approach OS 1 and 2 had with party control. And that "pseudo-third person camera" shown live looked downright terrible, so I'd definitely stick with the distanced camera. I'd prefer if they gave us at least the option to have a more traditional "click and drag" control for selecting one or multiple party members at once as it used to be with BG and let us control their individual positions precisely, without having to resort to convoluted "chain and unchain" mechanics.
- Hoping the loot system doesn't become something unreasonably busy like it was in OS 1 and 2. You know, you can improve your inventory all you want, but there's no UI update that will ever be more effective to make inventory management a bit leaner than simply NOT burying your players in a mountain of trash items to begin with.
Did they, now? When and where?Thanks god they've already confirmed that the loot will be handcrafted and handplaced. Also, because of D&D, we'll hardy have an awful power curve like in the D:OS2
Did they, now? When and where?Thanks god they've already confirmed that the loot will be handcrafted and handplaced. Also, because of D&D, we'll hardy have an awful power curve like in the D:OS2
Good to hear, anyway. To be honest I was mostly relying on the "this is D&D" factor to limit the problems, because I had very little faith on how Larian would handle this.
I still expected them to come up with some shitty system that generated +1 and +2 swords with some bonus stat on top all over the place.
The combat in general has a very good flow (assuming you aren't undergeared at any given point, which can make it frustrating, or overgeared/overleveled in the late game, that can make it trivial).Are the divinity games FUN to play? Apparently they have fun making these games but I really didn't get to play their first one much (divine divinity) before my xp gave up the ghost. I haven't bothered to restart as i went to play Diablo 1 HD MOD.
You are a shill. How much are they paying you? Swen doesn't fuck around.I can't believe I'm saying this, but the overall impression is very good.
I can't believe I'm saying this, but the overall impression is very good.
Judging from the complaints I'm reading both here and on Facebook, it's predominantly opposite. People whining about RtwP, 2D art, and even inane things like 6-man party make it seem like most BG fans just want a BG2 clone. I'm sure there are some out there who are less autistic, but they sure as hell aren't as vocal.I don't get this logic. It's not like old fans of BG like it because it was BG, they like it because it was good. Unless the human species has fundamentally changed in the last 20 years, people will still appreciate authenticity and originality in a game. Making DA clones forever because those games sold reasonably well is lazy, short-sighted and cancer for any gaming studio that wants to encourage real talent.
Also note how DA-style camp is about the only thing from the presentation that didn't receive overwhelming criticism from the 'fans'. Cause that's exactly what they want to see.
Should have rename it with Bigby's crushing boot.
- So he throws his boots at the devourer and kills it? Huh, okay Swen.
Okay so here are my (detailed) impressions,
- The intro being long and actually good reminds me of the old Blizzard intros... until the ending. What the fook was that?
- So apparently you can play this in isometric perspective or third person. Good I guess?
- Jogging (?) animation is janky and makes the character look like a homosexual. The camera is a little messy, but looks very powerful.
- DA-like cinematic dialogue is for people who have no imagination, miss me with that shit.
- Not a biggie, but visibly hitting the devourer while that registers as a 'miss' is somewhat disappointing considering NwN had proper parry anims 20 years ago.
- Verticality playing an important role in combat seems pretty cool. Can't say I saw that before. RIP Solasta.
- They went over the board with spells and it almost looks like Wolcen, but whatever. Doesn't negatively impact gameplay I suppose.
- I noticed that every motion of a character or monster is accompanied by anime-like particle effects. Didn't really need that, but whatever. Have to earn those shekels.
- The mage hand (?) is a nifty little mechanic. Not sure if it's a summon or what. Literally adds a Worms-like layer to combat (baseball bat anyone?).
- Not sure if combat is legit challenging or it's the devil Swen making it look that way.
- Healing potions don't invoke AoOs?
- So he throws his boots at the devourer and kills it? Huh, okay Swen.
- The environments look detailed and hand-crafted.
- Seeing a bunch of resistance stats, not sure if part of 5ED, but it's good.
- Map markers. Boo. Hopefully mods can fix it.
- No strong opinions about the music, maybe ripped off Witcher a lil' bit.
- Disco-like introspective checks, okay cool.
- Weapon skills, been there, done that. Guess it won't hurt.
- The UI reminds me of NwN, but it's not devoid of style. Very happy with it, it's functional and stylish.
- Like that you can display related skills by clicking on an attribute.
- Party interface is very good, very good visibility.
- Item context menu is very good. I also like how UI art changes depending on the container.
- Interesting sneaking system.
- Good that they kept environmental interactions, just don't overdo it with the barrels.
- Stacking crates on top of one another is... weird. Feels like Rust or some shit. Doesn't have to be bad though.
- Getting Arcanum vibes from the crash site.
- Yeah its nothing like BG, who gives a shit.
- The art direction may be indistinctive - you could easily mistake it for TW3 or DAI - but at least it's not cartoony.
I can't believe I'm saying this, but the overall impression is very good. Not gonna lie, I expected way worse. Larian has always been a meh developer, this is their chance to do something big. I am slightly (positively) shocked by how ambitious this turned out - particularly verticality, sneaking, mage hand and box sorting (?) subsystems. All that with Wolcen production standard. Very interesting.
Are the divinity games FUN to play?