But saying that there main two ambitions with the sequel is to a) include faction mechanics in a fundamentally linear game
> implying the sequel will also be fully linear as the first one
But saying that there main two ambitions with the sequel is to a) include faction mechanics in a fundamentally linear game
Blackguards 1 was a departure from the usual games Daedalic makes, which in my mind gave them a bit of leeway. We ended up with a game that was a curious mix of tactical battles using a tried-and-tested pnp rpg system combined with set-piece battles in a fairly linear adventure game style storyline.
For Blackguards 2, and purely based on the press release of course, it seems they're going further down the adventure game line, with a progression that will no doubt be tightly on rails. They also mention tweaking the pnp rules further, which is likely to be a mistake as their ability to balance the rules will probably be inferior to playtesting over the years in the pnp version (you can see this in BG1 where one of the key departures was not allowing wounds to kill, which significantly rebalanced the game to favour hard hitting weapons that could make use of mighty blow or whatever its called).
So I'm quite disappointed: they have a combat engine that could really provide for a lot of good tactical battles, but they're marrying it up to a game style that is more JRPG on rails than western RPG.
I hope this clarifies my thoughts, and why I don't think I'm being inconsistent when I say that I liked BG1 for what it was, but am disappointed that BG2 will incorporate more elements I dislike while losing things that I absolutely insist on in an RPG - the most important one being able to create my own main character rather than have a set protagonist (who worse still is a woman probably purely for bullshit politically correct reasons).
Yeah, I didn't ask for anything, but they could have been bros and given some of their games... or even just the DLC.They did? One of the biggest complaints here was documentation, something they repeatedly stated they were aware of. What did they end up doing? They included felipepe's homemade guess-work guide and called it a day. AFAIR, felipe wasn't even compensated with a small gift or nothin'.
So you got fucked over by the industry - it's like you are a game dev already.Yeah, I didn't ask for anything, but they could have been bros and given some of their games... or even just the DLC.They did? One of the biggest complaints here was documentation, something they repeatedly stated they were aware of. What did they end up doing? They included felipepe's homemade guess-work guide and called it a day. AFAIR, felipe wasn't even compensated with a small gift or nothin'.
Nigga, I wrote for a game's manual. I'm like the new Brenda Romero.So you got fucked over by the industry - it's like you are a game dev already.Yeah, I didn't ask for anything, but they could have been bros and given some of their games... or even just the DLC.They did? One of the biggest complaints here was documentation, something they repeatedly stated they were aware of. What did they end up doing? They included felipepe's homemade guess-work guide and called it a day. AFAIR, felipe wasn't even compensated with a small gift or nothin'.
Kickstarter campaign when?Nigga, I wrote for a game's manual. I'm like the new Brenda Romero.
I liked Blackguards a lot. Now they just need to flesh it out. I think Deadelic has shown they listen to the community.
They did? One of the biggest complaints here was documentation, something they repeatedly stated they were aware of. What did they end up doing? They included felipepe's homemade guess-work guide and called it a day. AFAIR, felipe wasn't even compensated with a small gift or nothin'. They certainly ENGAGED a lot with the community and kept us informed, but I see no proof that they listened, beyond the fact that they made an optional non-class character creation option (which was indeed very cool).
I, too, and hyped for this, as I had tons of fun with Blackguards. But saying that there main two ambitions with the sequel is to a) include faction mechanics in a fundamentally linear game and b) simplify an already pretty simplistic system, does not inspire the utmost confidence.
Maybe I am just a pessimist here, but once they show some improvements I'll be:
What Roxor said. How does the inclusion of "faction-based" gameplay and implied "conquest of territories" tell you the game is going to be more of a linear adventure game or JRPG? Seems like the opposite to me. Looks like everybody sees what they want to see.
your merry band of Blackguards (who are awesome, fuck you)
I don't know if they did anything special for Felipepepe but they did put him in the credits under his own "Game Guide" section.
What would in fact be counterproductive is making an open-world Darklands-like RPG on Daedalic's limited budget. BG1 was an excellent, focused tactical RPG; let the sequel keep that focus.
I do agree re: party customization though.
They could add optional full party creation like Pillars of Eternity is doing, but the game wouldn't be the same without your merry band of Blackguards (who are awesome, fuck you)
I remember when everyone in the beta forums was happy with the game, then they showed it to the press and decided to dumb it down horribly because none of the journos could get past it...
I remember when everyone in the beta forums was happy with the game, then they showed it to the press and decided to dumb it down horribly because none of the journos could get past it...
Stop right there criminal scum.
You are conveniently forgetting that guy who couldn't beat Takate after trying 50 times in the beta forum
Grunker *shrug* It's kind of like the movie Looper. Sure, the plot ultimately went to an uninteresting place, but it was still well-written.
The way the forced you to try to save the slaves just to be captured and thrown in the are was retarded. I'm running from the law AND assassins, why the hell should I stop to help slaves?