Cadmus
Arcane
- Joined
- Dec 28, 2013
- Messages
- 4,280
Jonas
I'd like to offer my thoughts on E:C since upon reading the gamescon interview it seems to me the devs pay some attention to what's said here. I'll try to talk about EVERYTHING I think was important in the game.
The positives:
I'd like to offer my thoughts on E:C since upon reading the gamescon interview it seems to me the devs pay some attention to what's said here. I'll try to talk about EVERYTHING I think was important in the game.
The positives:
- the health being 100 for everybody (except for the odd few occasions and the skill) this thing alone makes the game feel way more realistic, I absolutely want this in the next game. I don't remember if they said they'd keep it. It's fresh, there's no HP bloat, I don't remember the last game that did this. You know what to expect from the enemies later in the game, it's easier to understand how good an attack value is because the context remains the same for the whole game. It makes your soldiers feel like soldiers rather than special persons of interest and foretold destiny and the same goes for the enemies.
- by not being a sociopath like Bubbles, I understand what they meant (in the gamescon interview) by the grit in the text and making you aware what it is you're doing when you're being evil, taking the murderous choices in the text adventures. At the beginning of the game, I had no idea what the personality traits would mean so I just took some racists because I love that somebody even had the balls to put them in a game in this day and age. It's also wonderfully historically accurate and it shouldn't probably be even mentioned but here we are today where this is something worth mentioning. I thought it would be fun to play a bad guy and murder everybody but the text actually showed me killing people, ordering my men to kill women and children and doing bad things to most of the time innocent bunch of indians in a trading outpost. I couldn't get over that and had to stop doing it because it felt wrong. Good job, I'll go and kill all the dogs, cats, special elves, niggers and children if I can in the newest immershun simulators like Skyrim or Fallout 3 or whatever but your game made me stop roleplaying a bad guy because I didn't like the feeling of it. It wasn't cartoony or funny, it was realistic and even though there was no judgement from the side of the game, I didn't like the feeling.
- authentic music, while admittedly sounding low-budget, was also a breath of fresh air. REAL MELODIES IN MY 2013 RPG?? AUTHENTIC SOUNDING INSTRUMENTS? WHERE'S THE JEREMY SOULE FAKE STRINGS? Surely I must be dreaming!
- pretty good writing - short, to the point and some really good humour. Just about the right length, too, which is important. I hope they keep their writers on a short leash and make sure the game isn't overbloated with meaningless text as some parts of SR:HK or even worse, the fucking Pillars of Eternity. What you have is great, don't fuck it up by being overconfident. Describe what's happening that we can't see, describe it with some colour and expressively but don't let the player go around the world reading dry exposition and life stories of useless asshole NPCs.
- the game feels authentic in so many aspects, the realistic dialogues, the overall writing, the music, plenty of Spanish words that some of the time I even didn't know what they meant so it didn't feel that much of a token mention, realistic character traits, wonderful narrator who couldn't pronounce half the words he was reading - the opening narration got me hooked immediately and this never happens to me, I almost skipped HK's intro- the themes, the indians being assholes same as the white people etc. What I'm trying to say is that authenticity is the maybe the most fun element of the game. I'd like Viking to feel as good or better, don't cheapen or dilute the setting, make it more real, let me believe I learn at least a tiny bit by playing the game, let me believe I'm seeing something real. Basically, make it the opposite of what shit like Skyrim feels when it comes to the norse mythology.
- gorgeous character portraits (some more than others, the indians were way worse than the Spaniards) clearly inspired by historical paintings, don't skimp on these for the next game, please. Again, make them more authentic and less stylized if possible.
- the text adventures were well done, frequent enough so that they'd have a real impact on the game and not just a token random shit like in Pillars of Eternity
- plenty of options in the dialogues, only a few times I wanted to do something I wasn't offered to do. The language used in the responses was wonderfully expressive, too. No dry shit or hipster pretend high fantasy like in Pillars of Eternity. I hope it stays at least the same for the next game.
- the camping was great, I liked how the game forced you to improvise sometimes when somebody got hurt or you got so much meat you couldn't eat all or a person of important skill was missing from the party, I definitely hope to see more of this rather than less, that's why I'm really worried about if the character development is too homogenized in the sequel.
- failure is an option - great, I thought I was totally fucked when my A team got mutilated in the first battle in the attack on the port in the first map and I had to battle the cunt rebel right after that. After a few tries with my level 1 soldiers I decided to actually see what happens if I surrender and it worked, I could go on with the campaign. I hope there were different rewards based on who wins because I never managed to beat the two battles in a row to see the outcomes.
- good options menus with plenty of sliders for everything! I want some nasty shit to happen to the player if they're not careful, like people dying or tons of stuff being stolen, people getting sick and it seems a good way to offer this in the sliders or some steps in the menu, because I don't believe you'll be brave enough to make it the base experience in case some fucking retard journo plays the game and gets killed by some rats in the first turn. The custom options are good but I still care more about a tight artistic vision for the game so they should serve as tuners not to change the experience completely in what can only be a lazy way if it's done with some slider. (see the Skyrim difficulty slider)