going downstairs three times -
going upstairs three times -
going upstairs three times -
Ahhh there is a whole game about that,Tower of time. On top of it,it is pretty good!what if dungeon is something that used to be a tower that was lifted up, turned upside down and then showed hard into the ground?
You frequently hear about "rape dungeons", but never "rape towers". Even though towers are phallic-shaped. Makes you think.
I think my biggest gripes with the original Elex despite liking the core game was the near-zero amount of dungeons and the distinct lack of effort put into locations worth exploring given how the game is so geographically focused on ruins. They're all boring and there's nothing in them. So when I see a post about a geographical location in the open world in marketing for Elex II, it actually makes me dehyped
Not that weird if you remember the jet pack.I think my biggest gripes with the original Elex despite liking the core game was the near-zero amount of dungeons and the distinct lack of effort put into locations worth exploring given how the game is so geographically focused on ruins. They're all boring and there's nothing in them. So when I see a post about a geographical location in the open world in marketing for Elex II, it actually makes me dehyped
I do remember most valuable weapons were found in the open or above ground, which is... quite weird design, I agree.
Not that weird if you remember the jet pack.I think my biggest gripes with the original Elex despite liking the core game was the near-zero amount of dungeons and the distinct lack of effort put into locations worth exploring given how the game is so geographically focused on ruins. They're all boring and there's nothing in them. So when I see a post about a geographical location in the open world in marketing for Elex II, it actually makes me dehyped
I do remember most valuable weapons were found in the open or above ground, which is... quite weird design, I agree.
Compared to an average game? Probably. Compared to a PB game? Not really. The world is a lot bigger, sure, but the hand crafted feeling took a hit and there's just way too many places that offer little else than mugs, cigs and toilet paper. The fact that those places are often guarded by deceptively strong enemies doesn't help.Exploration was one of the major strong points of Elex.
Well, in the world of the blind, the one-eyed man is king.^ Which is precisely why I thought the game was OK but never understood all the hype.
Not that weird if you remember the jet pack.I think my biggest gripes with the original Elex despite liking the core game was the near-zero amount of dungeons and the distinct lack of effort put into locations worth exploring given how the game is so geographically focused on ruins. They're all boring and there's nothing in them. So when I see a post about a geographical location in the open world in marketing for Elex II, it actually makes me dehyped
I do remember most valuable weapons were found in the open or above ground, which is... quite weird design, I agree.
Compared to an average game? Probably. Compared to a PB game? Not really. The world is a lot bigger, sure, but the hand crafted feeling took a hit and there's just way too many places that offer little else than mugs, cigs and toilet paper. The fact that those places are often guarded by deceptively strong enemies doesn't help.Exploration was one of the major strong points of Elex.
It also does "getting excited about finding a unique weapon or a recipe" slightly better than R2-3, but not nearly as good as the peak PB games.
To be fair, most western RPG characters have shit for charisma nowadays.The main character has the charisma of a folding chair.
Yeah, what bothered me about Elex is that it really, really wanted you explore but at the same time had a punishing difficulty curve that made you encounter enemies that you couldn't kill but they could kill you, which in most games means "get the fuck out, you aren't supposed to be here".
Most games do that, actually, but they tend to organize the scaling in such a way that super hard to kill enemies are rare and relative to the area you're in and if you do kill them you at least get something out of it.Yeah, what bothered me about Elex is that it really, really wanted you explore but at the same time had a punishing difficulty curve that made you encounter enemies that you couldn't kill but they could kill you, which in most games means "get the fuck out, you aren't supposed to be here".
This was the case in Gothic 1, 2 and Risen (it probably was the case for most older semi-open to open world RPGs). Also, It's also a good thing as it makes leveling up more satisfying
Dude, in Pyranha Bytes' games you are supposed to finish a bunch of non-violent quests in the major city(ies) before you can get enough levels to properly fight any enemies and go out exploring. Your character starts at the absolute rock bottom of the food chain and has to slowly climb up the ranks in order to earn his place at the top, if you don't like this kind of progression structure I would advise you to not even bother trying to play other games by this studio.Most games do that, actually, but they tend to organize the scaling in such a way that super hard to kill enemies are rare and relative to the area you're in and if you do kill them you at least get something out of it.Yeah, what bothered me about Elex is that it really, really wanted you explore but at the same time had a punishing difficulty curve that made you encounter enemies that you couldn't kill but they could kill you, which in most games means "get the fuck out, you aren't supposed to be here".
This was the case in Gothic 1, 2 and Risen (it probably was the case for most older semi-open to open world RPGs). Also, It's also a good thing as it makes leveling up more satisfying
Elex doesn't do that, even basic enemies are a chore to fight and if you do beat them you get nothing for it. You don't really get rewarded that much for your effort.
Imagine if in say, Fallout 2, a single ant pushes your shit in with hardly any effort. That's kind of like what Elex did. Suffice to say, I wasn't a fan of having to play the game for several hours before being able to actually do something to common enemies.
I don't mind not being able to kill molochs at level one, but fucking biters? I can't even fight those gits? It's kind of hard to actually explore and get the means to get good if you can't walk two feet without running into an enemy you can't fight and then run around aimlessly like a headless chook. It just feels like a really counter-intuitive approach to game design to me.
the great thing about PB games difficulty curve is that you can cheese hard encounters by luring monsters closer to NPCs who will help you. And some monsters have a very predictable attack patterns, so you can kill them even at an earlier levels (yeah it's basically a minigame of "make 1000 perfect strikes and die if you failed to dodge once", but it's doable).Yeah, what bothered me about Elex is that it really, really wanted you explore but at the same time had a punishing difficulty curve that made you encounter enemies that you couldn't kill but they could kill you, which in most games means "get the fuck out, you aren't supposed to be here".
This reminds me a lot of Kenshi.