agentorange
Arcane
Finished it yesterday. It is nowhere near Gothic 1 but it at least feels like a game made by the people who made Gothic, which is saying a lot. As far as designing an open world in RPGs go, the Gothic mold is the standard that other games should aspire to, and try to improve upon. The world of Elex is far bigger, certainly, but this ends up being detrimental in many ways.
Exploration in itself in Elex is joyful; seeing a location in the distance and making your way towards it, getting sidetracked on the way there by another cave or ruin. The designers did a very good job of naturally crafting locations into landmarks, and I was feeling drawn towards a tower on top of a hill or a sprawling ruin on the horizon. There is no shortage of hidden corners to Magalan, either, with some very cleverly hidden locations.
The problem is that what you find in these locations is always paltry and unsatisfying. Exploration in Gothic always felt worth it because whatever you found could prove useful, even if it was only a healing potion and some scrolls. Let alone when you brought down a troll or another large monster and found a stash of permanent stat raising potions, powerful spells or a unique weapon.This was in large part simply because the world was small enough that every part of it felt significant, you were very rarely running across the exact same kind of location twice. Not only that but because the distribution of items was carefully balanced, you never felt inundated with certain objects to the point where you get sick of even having to pick them up. However in Elex what you find in most locations, even those most out of the way and carefully hidden locations, is a box of cigarettes and some old world money, and if you do find potions or chems they feel absolutely unnecessary because by then you have found so many in just about every location--not to mention they are so cheap to buy and make. By the end it going into the realm of mmos where you are building up these immense stores of crafting materials and junk items that seem to be flooding the world. At a certain point I was simply ignoring most items on the ground because I couldn't be bothered to pick them up, and this is in a supposedly apocalyptic world where resources are vital and scavengers kill each other over scraps.
Anyway a fine game. It very easily could have been a great game with some minor alterations. They could improve the sequel by cutting back on the size of the world by about 30% and instead spend that time on fine tuning the design of the individual locations.
Exploration in itself in Elex is joyful; seeing a location in the distance and making your way towards it, getting sidetracked on the way there by another cave or ruin. The designers did a very good job of naturally crafting locations into landmarks, and I was feeling drawn towards a tower on top of a hill or a sprawling ruin on the horizon. There is no shortage of hidden corners to Magalan, either, with some very cleverly hidden locations.
The problem is that what you find in these locations is always paltry and unsatisfying. Exploration in Gothic always felt worth it because whatever you found could prove useful, even if it was only a healing potion and some scrolls. Let alone when you brought down a troll or another large monster and found a stash of permanent stat raising potions, powerful spells or a unique weapon.This was in large part simply because the world was small enough that every part of it felt significant, you were very rarely running across the exact same kind of location twice. Not only that but because the distribution of items was carefully balanced, you never felt inundated with certain objects to the point where you get sick of even having to pick them up. However in Elex what you find in most locations, even those most out of the way and carefully hidden locations, is a box of cigarettes and some old world money, and if you do find potions or chems they feel absolutely unnecessary because by then you have found so many in just about every location--not to mention they are so cheap to buy and make. By the end it going into the realm of mmos where you are building up these immense stores of crafting materials and junk items that seem to be flooding the world. At a certain point I was simply ignoring most items on the ground because I couldn't be bothered to pick them up, and this is in a supposedly apocalyptic world where resources are vital and scavengers kill each other over scraps.
Anyway a fine game. It very easily could have been a great game with some minor alterations. They could improve the sequel by cutting back on the size of the world by about 30% and instead spend that time on fine tuning the design of the individual locations.