ERYFKRAD
Barbarian
- Joined
- Sep 25, 2012
- Messages
- 28,371
Sure it is.developer's time is spent playing
Sure it is.developer's time is spent playing
It's more likely than you think.Sure it is.developer's time is spent playing
Rosenkrantz wrote a post under their soundtrack making of video.Did the Archolos devs ever get any kind of shoutout/recognition from Piranha Bytes?
Rosenkrantz wrote a post under their soundtrack making of video.Did the Archolos devs ever get any kind of shoutout/recognition from Piranha Bytes?
Well, some years ago they said something like "You can't expect another game like G2 to be made nowadays", yet here we have this mod.That's a dick move. This mod has probably revived interest in and generated more than a few sales of the old game, of a series that they are trying to reboot.
That's Easter Europe realism.Because there's female npc inside the house neaby, which NEVER MOVES, has no routine and simply stares at the wall all day and night. She sees through that wall, too and she gets a nice view
Yeah I had a similar experience, went with the city guard path too.Some observations after finishing the mod as a city guard.
1. Exploration (up to ch. IV) is very good, and that is one of the most important things for Gothic games.
2. The mod/game used the Risen I formula: take G1 and G2, chop them into bits and mix together. The city is upscaled Khorinis: everything is the same, but bigger. It would be a nice surprise if I didn't find the bandit camp in the swamps for once. Or if craftsman apprenticeship system wasn't simply borrowed from G2 with some extensions.
3. 'Main' city guard quest starts promising, but then you quickly realise that straight railroad lies ahead and you'll have little choice, if any.
4. Arbitrary restrictions that range from strange to outright fucked up. Like that quest with the ram, with a key inside. The shepherd is immortal, because of course he is. But if you manage to kill the ram outside of his line of sight, you will always be reported, even at night. Why? Because there's female npc inside the house neaby, which NEVER MOVES, has no routine and simply stares at the wall all day and night. She sees through that wall, too and she gets a nice view of me slitting that ram's throat, because it's literally her only purpose in life. And she can't be killed, too. Just, why? This was the first quest that made me extremely wary, and I was proven right when I saw legions of immortal npcs afterwards.Deserters have plenty connections around the island, but you won't be able to stay with them and utilize that to find your brother. Maybe the ambush against Salvi turns into a trap, because some of the higher ups are working with him? Nope. You are then explicitly told that some of the guards work for the Usurer, but you won't see that even in the final battle.
5. Chapter 6 is the final chapter, and I understand the desire to make player focused. It's not a bad experience per se, but it's definitely not what PBs would do. You could clear the Old Camp in G1, but it was still the same Old Camp, part of the open world. Here you get a part of the world turned into a MMORPG-style instance with literal invisible walls everywhere.
It doesn't exist.Is that history of khorinis one more openbox or similar style to archolos?
Ostensibly more open but nothing has been released to confirm or refute it.Is that history of khorinis one more openbox or similar style to archolos?
4. Arbitrary restrictions that range from strange to outright fucked up. Like that quest with the ram, with a key inside. The shepherd is immortal, because of course he is. But if you manage to kill the ram outside of his line of sight, you will always be reported, even at night. Why? Because there's female npc inside the house neaby, which NEVER MOVES, has no routine and simply stares at the wall all day and night. She sees through that wall, too and she gets a nice view of me slitting that ram's throat, because it's literally her only purpose in life. And she can't be killed, too. Just, why? This was the first quest that made me extremely wary, and I was proven right when I saw legions of immortal npcs afterwards.
Just play the game and dont listen to codextards.4. Arbitrary restrictions that range from strange to outright fucked up. Like that quest with the ram, with a key inside. The shepherd is immortal, because of course he is. But if you manage to kill the ram outside of his line of sight, you will always be reported, even at night. Why? Because there's female npc inside the house neaby, which NEVER MOVES, has no routine and simply stares at the wall all day and night. She sees through that wall, too and she gets a nice view of me slitting that ram's throat, because it's literally her only purpose in life. And she can't be killed, too. Just, why? This was the first quest that made me extremely wary, and I was proven right when I saw legions of immortal npcs afterwards.
Started playing yesterday and so far it's a total fucking honeymoon, haven't had so much fun with an RPG for years, but this sounds really, really bad.
So far I keep thinking "jesus them Poles get it, they get it so much" but what you describe sounds like their ability of getting things has limits.
it's very good as long as you're not trying to kill peaceful NPCs.
Started playing yesterday and so far it's a total fucking honeymoon, haven't had so much fun with an RPG for years, but this sounds really, really bad.
So far I keep thinking "jesus them Poles get it, they get it so much" but what you describe sounds like their ability of getting things has limits.
4. Arbitrary restrictions that range from strange to outright fucked up. Like that quest with the ram, with a key inside. The shepherd is immortal, because of course he is. But if you manage to kill the ram outside of his line of sight, you will always be reported, even at night. Why? Because there's female npc inside the house neaby, which NEVER MOVES, has no routine and simply stares at the wall all day and night. She sees through that wall, too and she gets a nice view of me slitting that ram's throat, because it's literally her only purpose in life. And she can't be killed, too. Just, why? This was the first quest that made me extremely wary, and I was proven right when I saw legions of immortal npcs afterwards.
Started playing yesterday and so far it's a total fucking honeymoon, haven't had so much fun with an RPG for years, but this sounds really, really bad.
So far I keep thinking "jesus them Poles get it, they get it so much" but what you describe sounds like their ability of getting things has limits.
That is true, though. The game can be really obtuse about some limitations and the examples are plentiful.So far I keep thinking "jesus them Poles get it, they get it so much" but what you describe sounds like their ability of getting things has limits.
You know it's a 10/10 game when the worst criticism levied against it are nitpicks like these. "Oh no there's like, 10 doors in the game that you cannot just open, you need to wait for a quest trigger! Shit gaem!!!!" JesusYour honeymoon will be over the moment you run into the first "this can't be opened" door and try to beat up the first NPC that you should logically be able to beat up to resolve a quest.