Yeah, its reputation had me expecting shit on wheels, but really wasn't the case. Between the MP features and the basic arena editor, it very much struck me as a "baby's first NWN" sort of thing. I don't know that I agree it's better than the NWN OC (despite the numerous faults there, the mechanical platform's just much better), but I did have fun with SCL for as long as it held my interest.The campaign was still better than Neverwinter Night's campaign, and at least AS GOOD as Champions of Norrath / Baldur's Gate Dark Alliance (which are very beloved franchises). My friends and I did a coop playthrough and we had a blast. Kind of had a Diablo/D&D hybrid gameplay. The game was underrated and I seriously wish someone would hack peer-to-peer multiplayer back into it. As of now, even if you manage to get your hands on a copy, it's single-player only.
Not a deal-breaker, but a big missed opportunity for BG3 since it already has that pretty great light-based stealth implementation. Varying visibility conditions and NPC schedules could've really added some cool tactical calculations to choosing when to rob a joint or storm a dungeon. Also, the lack of dynamic time led to some ruleset "reinterpretations" like with effects that last "until the next rest" and such instead of their standard hours durations.The lack of a day/night cycle is typical of Larian's design philosophy of streamlining everything at the expense of depth, realism, or immersion.
It's not a dealbreaker in and of itself, the issue is the studio's MO which results in very gamey RPGs.
The lack of a day/night cycle is typical of Larian's design philosophy of streamlining everything at the expense of depth, realism, or immersion.
The lack of a day/night cycle is typical of Larian's design philosophy of streamlining everything at the expense of depth, realism, or immersion.
Convenience trumps immershun. Any fantasy world where 24/7 convenience stores haven't been invented doesn't deserve salvation.
seriously thieves in bg3 don't get to any fun thief stuff.I'd rather have stores that closed at night giving the player the opportunity to burglarize them.
Too bad Larian can't get burglary right since it all boils down to pickpocketing the shopkeeper and teleporting to camp to avoid the omniscient guards. I would at least expect some storage like Arcanum where the goods are kept and in the last few years, shopkeeper inventory being reflected by items physically placed around the shop.The lack of a day/night cycle is typical of Larian's design philosophy of streamlining everything at the expense of depth, realism, or immersion.
Convenience trumps immershun. Any fantasy world where 24/7 convenience stores haven't been invented doesn't deserve salvation.
I'd rather have stores that closed at night giving the player the opportunity to burglarize them.
The lack of a day/night cycle is typical of Larian's design philosophy of streamlining everything at the expense of depth, realism, or immersion.
Convenience trumps immershun. Any fantasy world where 24/7 convenience stores haven't been invented doesn't deserve salvation.
I'd rather have stores that closed at night giving the player the opportunity to burglarize them.
Unironically, yes.One of these days Swen is going to make his Ultima 7 masterpiece. It could even be his next game!
His going to prove everyone wrong, you'll see. Larian is just warming up.
Any day now, Swen. You'll get there buddy. Just do another kickstarter.Unironically, yes.One of these days Swen is going to make his Ultima 7 masterpiece. It could even be his next game!
His going to prove everyone wrong, you'll see. Larian is just warming up.
It would've meant too much work, considering how reactive they wanted to make BG3, and they didn't want to make the night simply be a pallet swap of daytime. (Anyone that wants to rebuttal BG3 'not being reactive' because it's less reactive than 'Dysco Elysium', please keep your narrow minded opinion to yourself)Not a deal-breaker, but a big missed opportunity for BG3 since it already has that pretty great light-based stealth implementation. Varying visibility conditions and NPC schedules could've really added some cool tactical calculations to choosing when to rob a joint or storm a dungeon. Also, the lack of dynamic time led to some ruleset "reinterpretations" like with effects that last "until the next rest" and such instead of their standard hours durations.
far too bland to be of any note, wouldn't waste a vote on himIt's kind of a dick move for Litmanen to come out of the woodwork after the greatest retard poll is closed. Such effort shall not go unnoticed, however.
Witcher, Dragon Age Origins, Alpha Protocol, Svarogs Dream...okay I'm bored already but the list can go on and on.You're welcome to name any RPG with more reactivity. One with a plot though. The plot here is mostly set yeah but besides that there're many, many instances where the game plays out differently depending on who the player is and what he chooses (both origin and not). On par with and beyond Arcanum, which is somewhat of a gold standard in this regard if you ask me.Yes, reactivity. Can’t forget how the game refused to react to anything slightly deviating from the “intended” path.
Tell me how you haven't played BG3 without saying you haven't played BG3.Witcher, Dragon Age Origins, Alpha Protocol, Svarogs Dream...okay I'm bored already but the list can go on and on.
Tiktok brainrot, nice jobTell me how you haven't played BG3 without saying you haven't played BG3.Witcher, Dragon Age Origins, Alpha Protocol, Svarogs Dream...okay I'm bored already but the list can go on and on.
Changing a simple name on a slide is apparently reactivity to you. Then again, you seem to get bored after counting to 4 so I wouldn't be surprised that you'd call minesweeper a reactive RPG since that shit goes up to 8 per tile.Tiktok brainrot, nice job
"Reactivity"
Is your mind still blown if someone plays "got your nose" with you?
How's my calling it "not a deal-breaker, but a missed opportunity" anywhere along the lines of "dying on that hill?" I just said that BG3 has a stealth system that would've had excellent interplay with a dynamic day/night cycle and NPC schedules. Not every game has to have it or benefits from it, and I realise it's a lot more work than a cosmetic lighting swap (which I also like for this kind of game, but that's beside the point), but here it could've opened up some great new gameplay features and I'm merely disappointed at its absence.It would've meant too much work, considering how reactive they wanted to make BG3. They didn't want to make the night simply be a pallet swap of daytime. (Anyone that wants to rebuttal BG3 'not being reactive' because it's less reactive than 'Dysco Elysium', please keep your narrow minded opinion to yourself)
It's a fundamentally different RPG from the old series, and has more in common with Dragon Age: Origins than the OG BG series. Adding a day and night cycle wouldn't add much to bridge that gap, simply because at its core it's a completely different beast.
While I had a good time with BG3 it's not even in my top 10 of RPG's, unlike the OG games, and a day and night cycle by it self wouldn't have changed jack shit about that. Absolute bangers, like 'Deux Ex, Masquerade, Kotor, Dragon Age: Origins, etc...', didn't need a day and night cycle to be great games either. There's a lot to be said about BG3, but dying on a hill because of a day and night cycle of all things is moronic.
You're not dying on that hill, but those bringing up the concept before you sure are. All points that you made were valid, I just used your post as a jump off point as to point out why it wasn't done.How's my calling it "not a deal-breaker, but a missed opportunity" anywhere along the lines of "dying on that hill?".
Disingenuous midwit, go play some more Veilguard, you're out of your depth here.Changing a simple name on a slide is apparently reactivity to you. Then again, you seem to get bored after counting to 4 so I wouldn't be surprised that you'd call minesweeper a reactive RPG since that shit goes up to 8 per tile.Tiktok brainrot, nice job
"Reactivity"
Is your mind still blown if someone plays "got your nose" with you?
I brought it up. I also said that it wasn't a deal breaker, so I'm not dying on any hill.You're not dying on that hill, but those bringing up the concept before you sure are.How's my calling it "not a deal-breaker, but a missed opportunity" anywhere along the lines of "dying on that hill?".
The game doesn't excel at anything other than production values.