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ELEX Pre-Release Thread

iZerw

Arcane
Vatnik
Joined
Apr 18, 2012
Messages
899
Location
Russia
Is there any hope for me to like Gothic? I want to love the games, but the G1 controls combined with how shitty I am at the game's combat puts me off every time.
Just keep on playing and everything will be fine.
 

Bohrain

Liturgist
Patron
Joined
Aug 10, 2016
Messages
1,486
Location
norf
My team has the sexiest and deadliest waifus you can recruit.
world map revealed ish

76.png


more info in Q&A thread

https://forum.worldofplayers.de/forum/threads/1442313-Der-Fragen-an-Piranha-Bytes-Thread-1
https://forum.worldofplayers.de/forum/threads/1493699-Der-Fragen-an-Piranha-Bytes-Thread-2

Here some translated facts:

  • (items) leather clothing e.g. leather coats from the outlaw faction
  • (quests) morally "double-edged" decisions; missions with no clear right-or-wrong
  • (lore/ambience) drug-related crime
  • (lore/ambience) there will be drugs besides elex
  • (sound/music) music for every situation (clerics - more electronic; outlaws - more rock). not only the richest in variety but also the most comprehensive they ever accomplished.
  • (lore/ambience) factions will have ranks
  • (lore/ambience) sub-groups - in case of the berserks clans - and jobs and duties within factions
  • (gameplay) weapons/magic can have different elementary effects such as fire, ice, venom, radioactivity
  • (items) weapons will have modification options
  • (gameplay) balancing between melee/ranged will be achieved via availability of ammo, price, differing damage
  • (lore/ambience) duels/arena fights
  • (lore/ambience) For the sake of the story the state of some NPCs (gatekeeper) need to be constant (won't die) and sometimes it can change.
  • (world) Parts of the world are completely open where you can let off steam, some NPCs you can't kill to allow a good story to be told. Some you can kill only just under certain circumstances so you can make chapters in which you can tell certain stories.
  • (gameplay) game won't halt while you're in your inventory.
  • (gameplay) no extra screens for crafting, no QTEs, only a few suitable minigames (lockpicking, hacking)
  • (lore/ambience) many background infos to NPCs, world and story
  • (world) places without creatures
  • (world) there will be dungeons (caves, basements): main focus on world on the surface
  • (lore/ambience) different factions will have different punishments: clerics have suggestors which manipulate people's minds. outlaws like their cages and torture while berserks ban their "rats" into a forbidden valley
  • (lore/ambience) companions have different opinions which they communicate. each one has its own set of missions, mindset and combat manners.
  • (lore/ambience) no children - no ressources
  • (gameplay) magic barriers or shields for player
  • (meta) you can't finish the game without jetpack, gameplay and level-design are constructed with it in mind
  • (lore/ambience) there will be factionless groups
  • (lore/ambience) human NPCs can have different combat manners and behavior.
  • (gameplay) Teachers are assigned to certain themes or skill-trees. You can locate them on maps. They can show you all the knowledge of one skill provided you have the necessary skill-level, enough elexit...
  • (lore/ambience) There are going to be a lot of eerie places.
  • (gameplay) You can disable/enable the tutorial and the map, the rest of the hud depends on concluding user-tests.
  • (lore/ambience) There won't be an actual ingame-time (more info needed)
  • (lore/ambience) NPC's will insult you if you enter their homes without permission and will attack if youn steal something. If you escape your actions will be reported. It's also possible that merchants/traders refuse to trade with you or a bounty is put on your head if you refuse to pay for your deeds.
  • (gameplay) Sneaking and Pickpocketing will be ingame.
  • (gameplay) Successful Pickpocketing will depend on time. If the NPC moves into your direction or the timer runs out you are going to be caught red-handed
  • (gameplay) You can dis/enable the object/npc highlighting feature
  • (gameplay) Diving won't be ingame
  • (gameplay) Magic-System: there will be combat spells (e.g. fire, ice) and instant spells (e.g. healing). Mana spells are bound to the berserks, PSI spells to clerics exclusively. You can plan your skill-tree in advance as every spell is displayed in the skill-trees of each faction.
  • (gameplay) Heavy weapons will prevent you from dodge-rolling / combat-rolling.
  • (lore/ambience) Gestures will be more subtle this time around.
  • (lore/ambience) The main story of Elex will lead you straight through Magalan but also lead you also back into priorly explored territories.
  • (gameplay) Coldness will affect your dialog options and how NPCs and your companions react to you but also how you progress through your main story.
  • (gameplay) Focus-lock will keep the cam locked behind your shoulder otherwise it will move freely.
  • (lore/ambience) When using the jetpack to reach safety enemies will try to reach you (e.g. jumping), throw stones or use their ranged weapons as well depending on the enemy type, sometimes you will be simply lucky.
  • (lore/ambience) Elex has female NPC protagonists in its story.
  • (lore/ambience) No option to play as female though as this would have meant more ressources (time and money) on dialogs (different languages), more dialog options, more generic options (to work with both male and female chars) therefore more generic quests even. They didn't want to make compromises and stick to one particular protagonist and one story they felt to tell (like in a book).
  • (quests) There will be some escort quests or even ones where you raid/hold up convoys, camps or settlements.
  • (lore/ambience) There won't be skyscrapers; high buildings with reiterated floors and rooms.
  • (meta) Demo is not planned (not set in stone)
  • (gameplay) You cannot pickpocket all weapons from NPCs (balancing reasons) but you can at least loot everyone.
  • (gameplay) Loot from NPCs and animals will go directly into your inventory, everything related chests, bags, pockets and cabinets will prompt an inventory window.
  • (meta) Main Inspirations were Dune, Equilibrium and Blade Runner among others.
  • (gameplay) No options to change the protagonists appearance (beard, hair style) - no time.
  • (lore/ambience) The faction of the berserks is spread over different places and areas (not exclusively in Goliet)
  • (lore/ambience) No need to see all factions before joing one.
  • (world) There will be also friendly and benign wildlife

loks like some incline mixed with some decline. non killable/gated NPC uggh

fuck bethesda for introducing this shit

Waow look at all those places you don't want to visit.
 

coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,717
It will be a nice hiking sim to waste time in. They gotta release before Kingdom Come though.
 

Kahr

Guest
world map revealed ish

76.png


more info in Q&A thread

https://forum.worldofplayers.de/forum/threads/1442313-Der-Fragen-an-Piranha-Bytes-Thread-1
https://forum.worldofplayers.de/forum/threads/1493699-Der-Fragen-an-Piranha-Bytes-Thread-2

Here some translated facts:

  • (items) leather clothing e.g. leather coats from the outlaw faction
  • (quests) morally "double-edged" decisions; missions with no clear right-or-wrong
  • (lore/ambience) drug-related crime
  • (lore/ambience) there will be drugs besides elex
  • (sound/music) music for every situation (clerics - more electronic; outlaws - more rock). not only the richest in variety but also the most comprehensive they ever accomplished.
  • (lore/ambience) factions will have ranks
  • (lore/ambience) sub-groups - in case of the berserks clans - and jobs and duties within factions
  • (gameplay) weapons/magic can have different elementary effects such as fire, ice, venom, radioactivity
  • (items) weapons will have modification options
  • (gameplay) balancing between melee/ranged will be achieved via availability of ammo, price, differing damage
  • (lore/ambience) duels/arena fights
  • (lore/ambience) For the sake of the story the state of some NPCs (gatekeeper) need to be constant (won't die) and sometimes it can change.
  • (world) Parts of the world are completely open where you can let off steam, some NPCs you can't kill to allow a good story to be told. Some you can kill only just under certain circumstances so you can make chapters in which you can tell certain stories.
  • (gameplay) game won't halt while you're in your inventory.
  • (gameplay) no extra screens for crafting, no QTEs, only a few suitable minigames (lockpicking, hacking)
  • (lore/ambience) many background infos to NPCs, world and story
  • (world) places without creatures
  • (world) there will be dungeons (caves, basements): main focus on world on the surface
  • (lore/ambience) different factions will have different punishments: clerics have suggestors which manipulate people's minds. outlaws like their cages and torture while berserks ban their "rats" into a forbidden valley
  • (lore/ambience) companions have different opinions which they communicate. each one has its own set of missions, mindset and combat manners.
  • (lore/ambience) no children - no ressources
  • (gameplay) magic barriers or shields for player
  • (meta) you can't finish the game without jetpack, gameplay and level-design are constructed with it in mind
  • (lore/ambience) there will be factionless groups
  • (lore/ambience) human NPCs can have different combat manners and behavior.
  • (gameplay) Teachers are assigned to certain themes or skill-trees. You can locate them on maps. They can show you all the knowledge of one skill provided you have the necessary skill-level, enough elexit...
  • (lore/ambience) There are going to be a lot of eerie places.
  • (gameplay) You can disable/enable the tutorial and the map, the rest of the hud depends on concluding user-tests.
  • (lore/ambience) There won't be an actual ingame-time (more info needed)
  • (lore/ambience) NPC's will insult you if you enter their homes without permission and will attack if youn steal something. If you escape your actions will be reported. It's also possible that merchants/traders refuse to trade with you or a bounty is put on your head if you refuse to pay for your deeds.
  • (gameplay) Sneaking and Pickpocketing will be ingame.
  • (gameplay) Successful Pickpocketing will depend on time. If the NPC moves into your direction or the timer runs out you are going to be caught red-handed
  • (gameplay) You can dis/enable the object/npc highlighting feature
  • (gameplay) Diving won't be ingame
  • (gameplay) Magic-System: there will be combat spells (e.g. fire, ice) and instant spells (e.g. healing). Mana spells are bound to the berserks, PSI spells to clerics exclusively. You can plan your skill-tree in advance as every spell is displayed in the skill-trees of each faction.
  • (gameplay) Heavy weapons will prevent you from dodge-rolling / combat-rolling.
  • (lore/ambience) Gestures will be more subtle this time around.
  • (lore/ambience) The main story of Elex will lead you straight through Magalan but also lead you also back into priorly explored territories.
  • (gameplay) Coldness will affect your dialog options and how NPCs and your companions react to you but also how you progress through your main story.
  • (gameplay) Focus-lock will keep the cam locked behind your shoulder otherwise it will move freely.
  • (lore/ambience) When using the jetpack to reach safety enemies will try to reach you (e.g. jumping), throw stones or use their ranged weapons as well depending on the enemy type, sometimes you will be simply lucky.
  • (lore/ambience) Elex has female NPC protagonists in its story.
  • (lore/ambience) No option to play as female though as this would have meant more ressources (time and money) on dialogs (different languages), more dialog options, more generic options (to work with both male and female chars) therefore more generic quests even. They didn't want to make compromises and stick to one particular protagonist and one story they felt to tell (like in a book).
  • (quests) There will be some escort quests or even ones where you raid/hold up convoys, camps or settlements.
  • (lore/ambience) There won't be skyscrapers; high buildings with reiterated floors and rooms.
  • (meta) Demo is not planned (not set in stone)
  • (gameplay) You cannot pickpocket all weapons from NPCs (balancing reasons) but you can at least loot everyone.
  • (gameplay) Loot from NPCs and animals will go directly into your inventory, everything related chests, bags, pockets and cabinets will prompt an inventory window.
  • (meta) Main Inspirations were Dune, Equilibrium and Blade Runner among others.
  • (gameplay) No options to change the protagonists appearance (beard, hair style) - no time.
  • (lore/ambience) The faction of the berserks is spread over different places and areas (not exclusively in Goliet)
  • (lore/ambience) No need to see all factions before joing one.
  • (world) There will be also friendly and benign wildlife

loks like some incline mixed with some decline. non killable/gated NPC uggh

fuck bethesda for introducing this shit

Waow look at all those places you don't want to visit.
idk i like me some places
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,147
Nice, they put the desert in the east this time around... At least iceland is smaller, it was kind of annoying exploring a game like Gothic 3 with all it's little hidden spots obscured by snowstorms.

Not the biggest map ever so I suppose that is a good thing, these open world games live and die by the density of stuff to do and explore hopefully the smaller towns aren't just filler with 1 or 2 quests in them like Witcher 3.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,367
Location
spite
Southern part of the map remind me my first hour with Arcania for some reason.
No game for me then (ptsd too stronk).
 

Jarmaro

Liturgist
Joined
Dec 31, 2016
Messages
1,481
Location
Lair of Despair


Few things I noticed:
- Jump and falling animation reminds me strongly Risen 3, it seems it's the same engine. Bad sign.
- Animations are terrible.
- Holy Mother Of God, retarded stupid spamming attacks Minecrawlers from Gothic 3 are back (and shadow spiders form risen 2 of course, probably the same model just re-skined). Just... why?
- Equipment actually looks nice.
- Much morse post apocalypric stuff than I thought, abandoned cars and facilities... I thought it's much far in future.
- It seems many monsters suffer for gothic 3 spam attack illness
- Fight with these 10 bandits look retarded as fuck
- Controlling character looks clunky and wooden
 

ricolikesrice

Arcane
Joined
May 11, 2007
Messages
1,231
they should really fire their animator improve the animations and replace the faggy jetgirdle with a proper jetpack. would also be a nice touch to get rid of the retarded rolling around and replacing that crap with proper dodge maneuvers.

.....otherwise i gotta damit i m getting slightly interested in this game :?
 

Doktor Best

Arcane
Joined
Feb 2, 2015
Messages
2,877
Southern part of the map remind me my first hour with Arcania for some reason.
No game for me then (ptsd too stronk).
Arcania was made by an entirely different company, which used legal fuckups by piranha bytes to rape the franchise furiously in order to grab easy dollaris.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
I don't know if Risen 2 and 3 used the same engine as Risen 1 but combat felt significantly worse in the sequels than it did in the original. ELEX using Risen 3 engine isn't very promising.
 

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