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Incline Codex 2012-16 GOTY Review Thread (Get in here and help!)

felipepepe

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Remember the Codex's Top 50 RPGs list?

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JarlFrank: When I first played Baldur's Gate 2, it immediately managed to grab me. Everything about it was just good - the graphics, the interface (to this day I believe that the Infinity Engine games had one of the best interfaces ever), the story (even though the writing was, at times, quite amateurish), and even the combat. It's a game chock full of content, with solid writing and combat that is actually good despite being real-time with pause. Baldur's Gate 2 is epic fantasy done right, and it's definitely the best game BioWare has ever made. Thanks to its huge amount of side-quests, many different possibilities for character development, and difficult combat encounters, the Codex even manages to forgive BG2 the fact that it's the game that introduced romances into the genre, and gives it a well-deserved place in the top ten.

Let's do this for the recent 2012-2016 GOTY results, the Top 25 games:
  1. The Witcher 3: Wild Hunt
  2. Age of Decadence
  3. Divinity: Original Sin
  4. Underrail
  5. Dark Souls
  6. Shadowrun: Dragonfall - Director's Cut
  7. Dragon's Dogma: Dark Arisen
  8. NEO Scavenger
  9. Legend of Grimrock II
  10. FTL
  11. Fallout 1.5: Resurrection
  12. Dark Souls III
  13. Shadowrun: Hong Kong
  14. Valkyria Chronicles
  15. Expedition: Conquistador
  16. Dark Souls II
  17. Dungeon Rats
  18. Xenonauts
  19. Heroine's Quest: The Herald of Ragnarok
  20. Legend of Grimrock
  21. Tales of Maj'Eyal (TOME)
  22. Invisible, Inc.
  23. Pillars of Eternity
  24. Wasteland 2
  25. Lords of Xulima
Just write a VERY short review, focusing on why readers should give the game a try. Gracias.
 
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Self-Ejected

Ludo Lense

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NEO Scavenger

Most games abstract systems as much as possible for the purpose of fast moment-to-moment gameplay. Neo Scavenger is not one of those. A single character survival strategy game with heavy emphasis on the survival aspect, it is the type of experience where players learn to cherish the simple things in life such as potable water or having shoes that fit properly on each foot. Death comes quickly and the challenges are many, while celebrating that you finally managed to beat hypothermia by running around in search of warm clothes it becomes apparent that covering your tracks is quite important since someone caved in your skull for said warm clothes. All of this is made possible by a comprehensively detailed interaction system where the player has over a dozen options when confronted by another entity such as running, negotiation, threatening, fighting and more. Combined with one of the most realistic inventory systems ever made, where even a shopping cart is a godsend, Neo Scavanger proves that the Post-Apocalypse World doesn't belong to the deadliest warrior but rather the most efficient of hobos.
 

MediantSamuel

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Figured I'd write something for
Shadowrun: Hong Kong

Following the Shadowrun formula of shadowrunning (doing illegal missions for shady individuals or corporations) for thrills and profit alike while an uncertain main quest looms in the backgroud; Shadowrun: Hong Kong sits comfortably as the middle child in Harebrained Schemes' Shadowrun trilogy - "not as good as Dragonfall but at least it isn't Dead Man's Switch." Despite featuring a cast of interesting squad members and an array of engaging missions such as disturbing the layout of a corporate building to subtly disrupt its good chi or investigating the murder of a community elder, Hong Kong does tend to toe the line of being overly familiar rather than revolutionary. Hong Kong unfortunately suffers from poor pacing and average writing but still comes out as a worthwhile experience with entertaining dialogue, glorious isometric turn based combat and a great soundtrack as usual. Props to HBS for releasing a free "Extended Edition" patch that includes an enjoyable epilogue with several great encounters, also.
 
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Konjad

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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Just write a VERY short review, focusing on why readers should give the game a try. Gracias.
  1. The Witcher 3: Wild Hunt - nice porn, but why do you have to click so much between sex
  2. Age of Decadence - fuck fuck fuck you fuck
  3. Divinity: Original Sin - written for 5 year olds
  4. Underrail - shit game with decent combat for basement nerds who masturbate when fighting rats in fallout
  5. Dark Souls - game for consolefags, can't even be played on a computer that isn't half a console
  6. Shadowrun: Dragonfall - Director's Cut - i don't even know what the fuck, just a corridor with some combat and NPCs talking shit
  7. Dragon's Dogma: Dark Arisen - console shit action game
  8. NEO Scavenger - ever wanted to click pixels at random and read wet nerdfiction about some postapocalyptic edginess? me neither
  9. Legend of Grimrock II - oldschool game except with dodging and even worse than those old shit games
  10. FTL - best RPG, yeah, you fucking morons, who put it here?
  11. Fallout 1.5: Resurrection - not even a fucking game, but a mod, another great nomination, good job, idiots
  12. Dark Souls III - if you're a casual dumb consolefag I guess you'll make it this far from the first one
  13. Shadowrun: Hong Kong - even more corridoring
  14. Valkyria Chronicles - what is this weaboo shit, jesus christ, what the fuck is wrong with you, people?
  15. Expedition: Conquistador - racist as fuck, 10/10
  16. Dark Souls II - between I and III there's II
  17. Dungeon Rats - Nobody even heard about this game, why do you know about it? Get a fucking life, loser
  18. Xenonauts - this is literally the worst XCOM/UFO game I have ever played, and I even played the 2004 one.
  19. Heroine's Quest: The Herald of Ragnarok - what?
  20. Legend of Grimrock - same shit as the second one
  21. Tales of Maj'Eyal (TOME) - wow, looks like it was made in seventies, who plays that shit
  22. Invisible, Inc. - Never even heard about it.
  23. Pillars of Eternity - The most bland game I have seen in my lifetime, except maybe Tyranny and Skyrim. Shitranslated Russkie games have much better writing too.
  24. Wasteland 2 - It's fun once you skip the first half of the game and pretend to like it.
  25. Lords of Xulima - even screenshots look disgusting
 

ilitarist

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Invisible Inc - turn-based stealth party tactics with unique 60s cyberpunk cartoon aesthetics. Its systems are elegant and laconic not unlike XCOM or modern boardgames. You have all the information you need. You can never feel safe because it's not one of those stealth games where you can wait indefinitely and remove guards one by one. It's a game that makes you feel clever when you win. Designed to be replayed in several hours campaigns.
 
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ilitarist

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Shadowrun: Hong Kong - traditional party-based tactical RPG. It's a game set in a kitchensink near-future world with magic, virtual reality and cyberpunk. Has solid writing and couple of interesting characters, mission structure with individual missions having plenty of approaches. Fights are rare and impactful. Suffers from a little stale structure a la usual BioWare-esque companion interactions and tame difficulty. Still delivers a nice role-playing experience where dialogues feel like conversation and decisions feel real.

Both plus and minus for those two games is that I can say exactly the same about Shadowrun: Dragonfall, only its main story and ending felt a little more personal and original.
 

laclongquan

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For a lot of fans, Fallout 1.5: Resurrection is a bolt out of blue, though very welcome.The game module run on Fallout 2 engine but set in the aftermath of Fallout 1, after the Supermutants trashed the Hub.
The amnesiac MC wake up in a rat cave, with no idea where he is and why. He must equip himself (or her) and set out to the hostile wasteland for his quest: Who am I?
The wasteland is a hostile place, reminiscent of both Fallout 1 and Fallout 2, with many towns and villages whose gangs and local strongmen fight for control. The natural barriers between them is lethal wild life plus bandits.
Your quest? Now, that is a surprise. Especially to the western fans who's familiar with rose tinted endings. Czech however, was once under the Russian influence, so gray destiny is expected in their outlook.
 

Sigourn

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Wasteland 2

Brian Fargo's attempt at reviving Wasteland arguably inaugurated the long awaited incline. It is also a game that, sadly, leaves a lot to be desired. Like its spiritual successors, Wasteland 2 moved towards turn-based isometric combat, yet retains the classic party of Desert Rangers and the same focus on tough decision making that became the trademark of Wasteland. Early in the game you are given the choice to help different settlements, and who you decide to help will shape the rest of your journey through Arizona, as well as your relationship with the remaining factions. The abundance of combat exposes Wasteland 2's weaknesses: fights don't require much thinking and become a repetitive exercise, but the free Director's Cut update solves plenty of the game's most noticeable nuances. Despite the considerable lack of polish due to its tight crowdfunded budget, it manages to be a pleasant experience nonetheless. Riddled with interesting factions with their own traditions and modus operandi, as well as the return of previous Wasteland characters, Wasteland 2 is a worthy sequel to the game that started the post-nuclear roleplaying craze back in 1988, even if it is not the masterpiece its backers hoped for.
 
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ilitarist

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While we're at it: Xenonauts are considered an RPG? And XCOM1/2 is not on the list? That is... Strange.
 

ilitarist

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Tales of Maj'Eyal (TOME) - traditional roguelike with strong Western RPG influences. As most roguelikes it has a huge world, lots of character customization, obscure game rules, very basic graphics and traditional fantasy world. Unlike most roguelikes it has a nice UI comfortably playable using mouse, lots of exposition texts and streamlining in terms of character abilities and inventory management. For example you have automatic conversion of thrash items to gold and customizable healing/buff with cooldown instead of potions, major dungeons are short and have specific themes, new chracter classes are unlocked via in-game quests. You won't finish it on your first step but you won't need a hundred playthroughs unlike most traditional roguelikes.
 

Sherry

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Pillars of Eternity

Hi!

Welcome to Pillars of Eternity, your first step into the vivid and rich world of Eora will be nothing short of breath taking. Each area you travel through will tickle your senses with its unique style, lighting, music and sound as you explore nooks, ancient ruins and uncover a dazzling assortment of treasure all while finding complex and thoughtful party members who will join you on your quest. Pillars of Eternity also comes with an additional two expansion packs called White March I and White March ][ that expands on an already imaginative world with added quality, lore and area design. If you're looking to turn down the lights and spend an evening with a glass of red wine exploring the wonders of Eora, then you have to look no further than Pillars of Eternity to quell that adventuring itch.

p.s. the other games I voted on are not on the list but even though I enjoyed them well kind of two of the three because I really did not like the Sword Coast Legends game at all but Sorcery! and Siege of Dragonspear were fun romps in the garden too. I have a soft spot for the Sorcery! game because of the books I read when I was younger so if you like Fighting Fantasy books or read any from the school library the Sorcery! game is a nice throw back to these classics.

Thanks,
Randal
 

ArchAngel

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I suggest we let randal write all the reviews. Obsidian, Bethesda, Inxile, EA, CDProject Red and others will be lining up quickly to give exclusive info and news to the 'Dex :hahano::hahano:
 

Skittles

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The Age of Decadence is a turn-based, single PC, isometric cRPG à la Fallout set in a post fall of Rome inspired low-fantasy world that emphasizes experimenting with character builds in successive replays in order to navigate its branching narrative. AoD's take on the post-apocalypse world emphasizes the roles hubris, cupidity, and parochialism play in the decline of civilization, giving it a grim tone; it openly cites works like Glenn Cook's The Black Company as sources of inspiration. It also features satisfying combat designed around narratively plausible encounters and difficulty and short text-based adventure sequences, much like Darklands'. Its hyper-focused design philosophy--most player interactivity occurs in combat, dialogue, or text-adventure and is more limited by build decisions than in other cRPGs--has generated some controversy,* but its fans laud it as a distillation of their favourite parts of its aforementioned precursors.

*As has the inclusion of bolas.
 

Skittles

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Valkyria Chronicles is a Japanese squad-level, turn-based combat game set in a fictionalized Europe during a conflict that draws on a pastiche of 20th century wars with some fantastical elements. Battles follow the narrative arc of a small cast of characters who join in the defense of their small country against an invading eastern empire. Missions see players leading a small squad of mixed classes and a tank or two to complete story relevant objectives. Valkyria Chronicles experiments with mixing real time direct control of squad members with tactical combat; during missions, you will select and move units "in real time" while provoking reaction fire from static opponents and manually aim their attacks. The approach to combat movement is a little reminiscent of the late SNES title Aidyn Chronicles: The First Mage or the more recent Mordheim: City of the Damned, although the aiming is closer to something like special attacks in Full Spectrum Hammer. Its combat is celebrated in large part due to the puzzle like problems each mission presents as the game rewards you for completing objectives in the minimum number of turns possible. Detractors will mention its lengthy cutscenes and the fact that the emphasis on speed narrows the list of optimal approaches to combat considerably, but its uncommon take on turnbased combat earns it a spot on the Codex's list of favourites.
 

Skittles

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Divinity: Original Sin is a single-player and cooperative turn-based cRPG set in a shared universe with developer Larian's other Divinity titles. D:OS allows you to generate two player characters, either both controlled by one player or each by a distinct player online or, as of its Enhanced Edition, locally. Combat is the main focus of D:OS: the player(s) and up to two followers engage in combat that is built around exploiting synergies between elemental based spells and effects and setting one another up with complementary combat skills against enemies with decently varied strengths, weaknesses, and special abilities. The main draw is experimenting with novel combinations of skills and effects. Outside of combat, D:OS features a rather pretty world to explore and some skills to support exploration (and theft), a middling crafting system, and a dialog system that contains a competitive aspect. Players who disagree on an issue with each other or with an NPC may be forced to play a rock paper scissors game, weighted by certain skills, to resolve their differences. Whether you enjoy D:OS will depend on how much you like experimenting with its combat options and your taste for Larian's winkingly campy writing and Terry Pratchett-light sense of humour.
 

Skittles

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Shadowrun: Dragonfall is the second campaign released by Harebrained Schemes in its adaptation of the Shadowrun PnP RPG, a nearfuture fantasy-cyberpunk setting in which the players are mercenary guns, burglars, hackers, mages, roboticists and swordsmen typically hired to ripoff the setting's overbearing corporate giants. The game came with some engine and UI improvements over Dead Man's Switch, but it primarily outshines its predecessor in the quality of the campaign: players new to the computer adaptations can safely start with Dragonfall as their point of entry. The game follows the PC and a band of runners in the aftermath of a disastrous job, trying to investigate what happened and getting enough money and equipment together to act on their findings. The combat system can be rudimentary--it feels like an adaptation of 2012's XCOM in its UI, focus on use of cover and even its pacing--but in this iteration can be satisfyingly challenging; the biggest draw of the game is getting peeks at the setting through the campaigns varied missions and overarching investigation. Dragonfall also features a pleasing amount of branching paths to completion in several missions, supporting replays and also rewarding non-combat builds. If Shadowrun or a cyberpunk setting in general interest you at all, Dragonfall deserves a look.
 

Jason Liang

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Sorry this is so long, feel free to excerpt any part of it.

The Age of Decadence retrospective

by Jason Liang

The Age of Decadence is the first project published by indie rpg maker Iron Tower Studios. I've called AoD's combat shit, and I've also circuitously compared AoD to one of the all-time classic computer games. Where does this game succeed as an rpg?

My thoughts keep returning to Adam Cadre's retrospective on Star Control 2 (ironic since AoD's gameplay has been negatively referred to as "text adventure"):

Adam Cadre said:
The freedom Star Control II offers [is] the freedom to experience a worse story. Not one with a worse outcome for the player - one whose quality as a story is worse.

When I read this, I immediately thought of AoD- that has to count for something, right? This elusive quality of SC2's greatness- missable content- has been excavated 24 years later by AoD. AoD's game structure might feel railroaded to some players but in this other aspect players have the freedom to choose how to experience the game.

Nearly all of AoD's rich backstory and world building is missable content. If you don't talk to the right people, choose the right story path, and invest in the right skills, you'll completely miss most of the content that other rpgs railroad you into visiting on your day-tour of their fantasy world. In fact, one of AoD's most innovative ideas is to define missable content in the game world as "lore" and encourage players to play as a "loremaster" whose goal is to discover and experience all of the missable content this game has to offer. To prudently lock away "the details" from first time players behind skill checks and c&c, allowing players to get something out of revisiting their world is a smart decision that Westworld's Man in Black would surely appreciate.

Now I want to say a few things about AoD's combat. To recommend AoD for its tactical combat is to saddle it with false advertising. On the positive side, some of AoD's combat systems are genuinely innovative and groundbreaking. The armor system, by which heavy and light armor is balanced with heavy and light weapons, is fabulous. Weapons and armor are crafted from five increasingly rare materials- bronze, iron, steel, blue steel and sky metal. However, each advancement in material rarity only provides +1 damage for weapons or +1 damage reduction for armor. This means that light and heavy weapons can be balanced elegantly with light and heavy armor. The lightest, fastest weapons will have trouble damaging the heavy armor, whereas heavy armor limits a build's AP and comes with large penalties to dodging and blocking. It's all very elegant and it's backed by a material system that allows just enough advantage for rare materials without breaking the system's innate balance. It's the balance that the original Dungeons and Dragons was meticulous about getting perfect that gets lost in Baldur's Gate 2's loot fest.

However, the other combat systems are poorly implemented. The balance between the two defensive skills makes sense on paper- dodge is better against melee while block is better against range. But the implementation leans so far toward dodge mechanically that dodge is in practice the better choice for 95% of builds. The knockdown mechanics seem completely like a spur-of-the-movement addition- "Hey, shouldn't we have knockdown?"- but the implementation is so absurdly unrealistic and OP that the enemy AI is prohibited from using most of the many knockdown abilities available to the player- enemies with shields don't shield bash, the ones with hammers don't knockdown, and they never throw bombs- or it would expose how terrible the mechanic is. It's so bad that for many players getting randomly knocked down by a crossbow is an instant "reload." The alchemy system is completely gamebreaking, imbalanced and undercosted. The combat might satisfy players looking to get their jollies by butchering a bunch of trash mobs with their OP abilities and equipment, but for players that are looking for a game that forces them to use actual strategy and tactics- if you've skirmished in Arulco, this isn't JA2 with axes and crossbows, sorry.

That the game's combat so poorly serves the game's encounter design is a true shame. AoD's missable content isn't just the story, but also the combat as well- and I don't mean talking your way out of fights. The truth is that AoD doesn't have trash mobs (except creatures). Each combat encounter has been meticulously scripted, and each human enemy you fight has unique stats, equipment and behavior. This allows nearly every encounter to have meaningful strategy and tactics- but most players will never discover this due to all the absurd abilities the game makers have popamoled for them. If a player barrels through the Maadoran Arena as a dumb axe murderhobo- which is a commonly suggested combat build- they will completely miss that in the 3 Barbari fight, each Barbari uses a different weapon and one is less dangerous than the other two- details that allow for actual strategy. But when you are just savagely cleaving things left and right with your sharpened poisoned blue steel shadhavar, you get to treat this fight just as a trash mob. You might just as well be playing a whirlwind baba in Diablo 2- and you'll be likewise disappointed in the lewt drop. The game makers cater to a player base that doesn't understand real tactical combat. 95% of the discussion about AoD's fights is about what build and what equipment to use, or how to "cheese" enemies like Al Shahir with bola choke and the demons with liquid fire. That's a jrpg walkthrough- that's not real tactics. There's almost zero discussion about how to beat the fights using real strategy and tactics. The game doesn't push the player to ever need to develop strategy and tactics and that's its biggest failure. Combat in AoD is missable content just as much as the story. Only by playing a build that's completely gimped in combat can a player appreciate that, underneath all the popamole, the game does have beautiful, elegant combat math, meticulously balanced encounter design and the potential for strategy and tactics. But that player has to be like the Man in Black- back again for the nth time and playing the game to its limit- to know the real AoD.

If I seem to condemn the combat while praising the encounter design, I'd be amiss if I didn't mention the one single part of this game where it brushes greatness. All of the combat encounters in AoD are meticulously balanced and designed- except one. For one battle, the game makers decided to throw balance out the window and give the player a taste of real combat. This one infamous battle, Harran's Pass, is on the Imperial Guard path, which is the "combat" path through the game. The player, with a handful of other guards, must defend an outpost against an entire Ordu barbarian horde. It's a hopeless fight. If you couldn't talk your way out of it, there's no retreat. Once the battle starts, they will keep coming. You asked for an ass spanking, and now you have to deal with it. You think it must be over soon, but no. They keep coming. You will know real despair. You will be buried in butcher as if you were fighting in Dumai's Wells from Wheel of Time or the Battle of the Bastards from A Game of Thrones. And if you somehow conquer this, survive this by killing every last one of the Ordu, it's a real feeling of accomplishment that will rank among one of the greatest gaming experiences of your life. I might seem critical of AoD's combat, but I am probably a minority on Codex that likes AoD's combat more than Underrail's. Harran's Pass is a significant reason why. Underrail doesn't have its Harran's Pass. This one battle is something Iron Tower Studios should be proud that they've accomplished something in this game that can stand singular among the great experiences in computer gaming history. It's that good.

AoD is distributed as a $25 on sale 15 hour weekend gaming experience, and you'll certainly get your money's worth if you sojourn the Imperial Guard path alone. But the best part of AoD is that it's a game that you can keep coming back to and discover something new, some worksmanship to appreciate, each time. It isn't a weekend experience at all, but a game and place meant for many journeys.
 
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Skittles

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The Witcher 3: Wild Hunt is a third person action RPG, evoking the Gothic games, that continues CD Project Red's extension of the Andrzej Sapkowski fantasy series. Players assume control of Geralt of Rivia, a professional monster hunter, in his search for his long lost adoptive daughter across several open world maps, following leads, taking contracts on monsters, and becoming the region's greatest card sharp. Combat is flashy but only serviceable. When it's at its best, the game forces you to use spells and potions intelligently to fight different monster types, but it's rare that swords alone won't do the job for a player coming from Dark Souls or a Platinum game. The Witcher truly shines at moments when its quests--usually side quests--cleverly allude to and subvert the myths, legends, and works of fantasy literature that inspire them. The game's writing is perhaps at its best in the DLC Hearts of Stone. The biggest subversion of computer game tropes is frequently forcing players to choose the least bad outcome in a bad situation rather than save the day. Unfortunately, the main plot is lacklustre, completely falling apart in the third act, and the game suffers from some common weaknesses of modern open world games. However, its high points have cemented its reputation among fans of the genre.
 
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Skittles

He ruins the fun.
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evoking the Gothic games

wrong-clipart-4T9ER6qrc.png


Nope. And if that is true then every Ubisoft sandbox game evokes Gothic also.

Okay. What aRPG(s) does the Witcher 3 resemble better, then? I wrote that because when I played The Witcher 3, I thought "wow, I bet this is what PB wanted to do with G3," but it was just my impression.
 

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