Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

ELEX ELEX II - Jax is back

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,027
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://wccftech.com/elex-ii-preview-eurojank-jetpack/

ELEX II Preview – Eurojank Gets a Proper Jetpack


Eurojank is a term I've long used, and one that myself and Alessio still use, to describe the sort of games you tended to find coming out of Europe and still do. You know the sort of games, where the polish may not be perfect, some systems may follow their own new logic, and other aspects were close, but there was just something standing out from the US and JP counterparts. ELEX was one of those games, as was the Gothic series, The Witcher 1 & 2, S.T.A.L.K.E.R, Mount & Blade, and so many more. ELEX II is now looking like it will continue that strong tradition.



Recently there was a presentation of ELEX II that both myself and Alessio were able to attend and, if you haven't checked it out yet, Alessio has posted the questions asked about the game following this presentation. In that Q&A post, there's the same gameplay that we both were able to see, though I'll also link it at the bottom of this piece. Piranha Bytes talked to us about ELEX II while this was being shown. Since you can see the gameplay yourself, this preview is mostly about what was discussed during that presentation.

Before that, let's talk gameplay. Much like other Piranha Bytes titles, this is eurojank. That isn't a bad thing, though; this is an endearing term. Games that fit this term are janky. They often lack the polish expected in large releases, but the developers' drive to expand both gameplay mechanics and story are almost always impressive in scope. ELEX II looks like it's keeping up this trend.

How? Well, it's a huge open world, and you have a jetpack. Isn't that enough? No? Well, as you can see from the gameplay reveal at the bottom of this preview, the game will feature this jetpack and multiple other aspects. The open world appears to have various biomes to explore, including an old ruined cityscape, all designed to take advantage of the ultimate freedom of movement.



ELEX II looks to combine this open movement with a varied combat system, offering both ranged and melee combat against a wide variety of enemies, over one hundred in total. Joining these enemies are five factions inhabiting the world of ELEX II, as described during the preview event. These factions will hold the three-hundred plus NPC characters that drive the story forward, holding the over three-hundred-and-fifty-thousand spoken words.

As you're playing the game, you'll find yourself joined by a variety of party members, each with their own unique questlines, equipment, skills and combat styles. These quests will also be joined by a world full of quests, taking you through multiple dungeons and more. All of this is said to take up to sixty hours to complete if you're the sort of person who likes to explore the variety of things offered in games, particularly the large and varied Action-RPG worlds.

The sad thing is, not a massive amount of detail was given that we don't already know about. If you've played ELEX or any other Piranha Bytes game before, you already know the style of game that you're going to be playing. It certainly looks a bit more polished than the original release, and animations seem smoother, combat looks tighter and more responsive and initial appearances lend to an interesting world that I'm looking forward to exploring.

When will this be? Sooner than expected, in all honesty. No date has been confirmed, though earlier this year a 2021 release date was placed on the Steam page, later changed to coming soon. We'll likely see ELEX II towards the end of this year or early next year, with a lot of core aspects seemingly at a good stage now. When it is released, ELEX II will come out for the PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series.
 

Thac0

Time Mage
Patron
Joined
Apr 30, 2020
Messages
3,322
Location
Arborea
I'm very into cock and ball torture


Not terribly much of importance:
>they prefer not save scumming for major decisions, and living with the consequences
>they accept savescummers
>they want to have decisions with major consequences
>in order to make those feel fair the dialogue options have to be labeled clearly, and the player needs a chance to anticipate the outcome, even if an NPC double crosses him
>dialogue should never be a chore where you just mindlessly click through it, as you do not need to read it (digs against Bioware choice wheel)
>the guy likes Bethesda for their C&C (wat?)
>they talk a lot about walking simulators like Walking Dead, Detroit become Human choices
>Deus Ex Human Revolution death of the hostages if you muck around too long as a sign of a good warning to the player that choices have consequences
>"fair" save game placement is a talking point
>most players dislike losing more than 3! minutes of progress on a reload
>that is why their autosave is 3 minutes, it used to be area based
>the guy talks a lot about how save anywhere can be used to savescum a game, make ruined saves by saving in free fall and other bullshit
>they talk about how the guild system in Gothic/Risen is a massive gameplay impacting choice that you make early and how some players stall it as long as possible, and that they need to plan for that

I usually don't watch these, but I did for Elex. Few important new information, imo they talked about really basic staff. Also Björn Pankratz seems like a retard judging by his answers, constantly acts like a know it all but has really strange blunders. Also way too focussed on problem players, talks about how people moan when they choose the shortest guild, kill everyone and then complain how the game is over too fast, talks about why save anywhere is bad etc. etc. Why too focussed on people trying too dumb too eat instead of focussing on those who enjoy the meal.
Is he better in other Piranha Becken videos?
 
Joined
Sep 5, 2020
Messages
1,258
Location
Germania
The main take away of the video is that ELEX II will have choice and consequence. There will be major choices you have to make, like joining a faction, and there will be consequences for doing so.

Also Björn Pankratz seems like a retard judging by his answersIs he better in other Piranha Becken videos?
Björn's comments were mostly befitting and consistent IMO, I am just baffled that he praised Bethesda for having well done choice and consequence.
 

Child of Malkav

Erudite
Joined
Feb 11, 2018
Messages
3,073
Location
Romania
Seeing all this it got me thinking: the people making ELEX are the same ones who made Gothic and Risen?
Edit: I'm referring to the actual team/s making the game, not the company.
 
Last edited:

Tavar

Cipher
Patron
Joined
Jun 6, 2020
Messages
1,161
Location
Germany
RPG Wokedex Strap Yourselves In
It is the same company, but they probably had some churn over the years. Given that they never managed to rearch the quality level of Gothic 2, they are probably not the same team anymore. On the flipside, animations and user interface have been shit in all their games, so some core part of the team seems to remain.
 

Krivol

Magister
Joined
Apr 21, 2012
Messages
2,190
Location
Potatoland aka Prussia
Seeing all this it got me thinking: the people making ELEX are the same ones who made Gothic and Risen?
Edit: I'm referring to the actual team/s making the game, not the company.

Not really - seems like Pankratzs was only responsible for the music and screenplay of NotR. It looks like Michael Hoge was the brain of G1-2 and Risen 1.
 

Krivol

Magister
Joined
Apr 21, 2012
Messages
2,190
Location
Potatoland aka Prussia

Dodo1610

Arcane
Joined
May 3, 2018
Messages
2,172
Location
Germany
Seeing all this it got me thinking: the people making ELEX are the same ones who made Gothic and Risen?
Edit: I'm referring to the actual team/s making the game, not the company.

Not even a single developer of the 3 who originally founded PB and originally envisioned Gothic as an immersive 3D RPG even worked on Gothic 2. They all left after first PB went bankrupt in 2002, with their parent company. Yet the remaining devs created their best game to this day Gothic 2.

Aside from Björn, there are about 5 people that have been who worked there since Gothic. Most of those were artists and programmers only Björn and Mario Röske the lead level designer helped design parts of the Gothic games
https://www.mobygames.com/developer/sheet/view/developerId,37826/
Game Credits Björn Pankratz
Production
Elex (2017) (Project Management)
Risen 3: Titan Lords (2014) (Project Management, Game Design & Story)
Risen (2009) (Project Management)
Gothic 3 (2006) (Project Management)
Gothic II: Gold Edition (2004) (Management - Project Supervisor)
Gothic II: Night of the Raven (2003) (Project Supervisor)
Gothic II (2002) (Project Supervisor)

Design
Elex (2017) (Game Design)
Risen 2: Dark Waters (2012) (Project Management, Game Design & Story)
Risen (2009) (Game Design & Story)
Gothic 3 (2006) (Game Design & Story)
Gothic II: Gold Edition (2004) (Game Content & AI Content Supervisor)
Gothic II: Night of the Raven (2003) (Game Content & AI Content Supervisor)
Gothic II (2002) (Content Supervisor)
Gothic (2001) (Additional Game Design)

Writers
Elex (2017) (Story)
Gothic II: Gold Edition (2004) (Game Design & Story Scripting)
Gothic II: Night of the Raven (2003) (Story Scripting)
Gothic II (2002) (Game Design & Story Scripting)

Audio
Elex (2017) (Music & Sound)
Gothic II: Gold Edition (2004) (Game Audio - Additional Sound Effects)
Gothic II: Night of the Raven (2003) (Additional Sound Effects)
Gothic II (2002) (Additional Sound Effects)
Gothic (2001) (Music)

Quality Assurance
Gothic (2001) (Quality Assurance)
 
Last edited:

JDR13

Arcane
Joined
Nov 2, 2006
Messages
4,000
Location
The Swamp
Not really - seems like Pankratzs was only responsible for the music and screenplay of NotR.

Kai Rosenkranz did the music for Gothic 1-3 + NotR and Risen 1.


Yeah, but Panratz did something in that regards too according to this (polish) page:

https://gothic.fandom.com/pl/wiki/Björn_Pankratz

Współtwórca muzyki do Gothic II;

Which means he is a co-composer for G2.

Eh? No.

Did he actually compose music or just do sound effects? There's a difference.
 

Yoomazir

Educated
Joined
Sep 21, 2020
Messages
292
>they want to have decisions with major consequences
>in order to make those feel fair the dialogue options have to be labeled clearly, and the player needs a chance to anticipate the outcome, even if an NPC double crosses him
I remember the Dome City, where my outcome ended up with the entire city population being wiped out DESPITE me trying for a peaceful resolution and the npcs absolutely not hinting at all that there were fucking psychopaths.
Glad they learned that lesson.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,922
https://wccftech.com/elex-ii-qa-much-more-responsive-combat-deeper-romances-and-more/

Will romances be deeper and more involved in this sequel?

Piranha Bytes: Yes! There are more characters with whom Jax can get into a romantic relationship and the storylines of these characters are also more complex, giving more room for romances.

Romances confirmed.

Did you improve the balance? In ELEX, some of the enemies in the early portion of the game were just too strong, and some of the requirements to wield rarer items felt too high.

Piranha Bytes: Generally speaking, we have a lot of enemies who are a big threat for low-level players, so it’s important to be careful until you are strong enough – like it has been the case in Piranha Bytes games all the time. For some quests, however, we are making exemptions from this rule, most notably some companion quests. It’s up to the player when to start them – maybe in the first act, maybe even in the last act. And we neither want them to cut through these quests like Moses through the Red Sea nor we want players to be slaughtered by a rat.

Therefore, some quests will have a level range for their enemies to make them an interesting experience whenever the player decides to start them. But the feeling of a player, coming back to an enemy like a giant Mountain Troll that kicked his *** some character levels ago and now finally being able to beat it is a core experience of every Piranha Bytes game and of ELEX II as well.

Level scaling confirmed.
 

Justicar

Dead game
Glory to Ukraine
Joined
Apr 15, 2020
Messages
4,661
Location
Afghanistan
https://wccftech.com/elex-ii-qa-much-more-responsive-combat-deeper-romances-and-more/

Will romances be deeper and more involved in this sequel?

Piranha Bytes: Yes! There are more characters with whom Jax can get into a romantic relationship and the storylines of these characters are also more complex, giving more room for romances.

Romances confirmed.

Did you improve the balance? In ELEX, some of the enemies in the early portion of the game were just too strong, and some of the requirements to wield rarer items felt too high.

Piranha Bytes: Generally speaking, we have a lot of enemies who are a big threat for low-level players, so it’s important to be careful until you are strong enough – like it has been the case in Piranha Bytes games all the time. For some quests, however, we are making exemptions from this rule, most notably some companion quests. It’s up to the player when to start them – maybe in the first act, maybe even in the last act. And we neither want them to cut through these quests like Moses through the Red Sea nor we want players to be slaughtered by a rat.

Therefore, some quests will have a level range for their enemies to make them an interesting experience whenever the player decides to start them. But the feeling of a player, coming back to an enemy like a giant Mountain Troll that kicked his *** some character levels ago and now finally being able to beat it is a core experience of every Piranha Bytes game and of ELEX II as well.

Level scaling confirmed.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom