procrastinator
Arcane
- Joined
- May 10, 2011
- Messages
- 1,071
I liked the snow globe quest in NWN.
I'm not sure how Dragon Age: Origins made your list of exceptional levels. Personally, I liked the Ostagar camp better for the atmosphere, but it still felt lacking. I'd say Dragon Age on the whole was missing some proper world-building. As a Codex level pick in DAO, it would have to be Slim Couldry's Crime Wave quest line, since those quests actually have multiple solutions, but that wasn't "exceptional" either.Dragon Age: Origins - Orzammar. Not really a "level" but the dwarven culture and architecture was very well realized even if it was a little cheesy at times. By far my favourite part of that game when put up against the generic human cities and the forests. It even had the power struggle between the two prospective rulers, who were actually set up well and it made sense that the player was able to influence the outcome for reasons beyond "you are the player character." Ruined only by the two-times-too-long Deep Roads crap, and the "you get to choose who you want to win no matter what you alread did" stuff at the end.
I was talking mostly about atmosphere and art, not quest design. The setup is good and some of the Dwarven lore is great, and I really liked the architecture. Even some of the Deep Roads stuff looks quite cool, like the massive bridges. I agree that it's all under-developed, though, and the conclusion to it is a big let-down. Ostagar was definitely better as far as interesting stuff going on was concerned, and the location looked amazing, but I didn't really get a sense of history from it beyond a couple of codex entries. At least the Dwarves felt like a people.I'm not sure how Dragon Age: Origins made your list of exceptional levels. Personally, I liked the Ostagar camp better for the atmosphere, but it still felt lacking. I'd say Dragon Age on the whole was missing some proper world-building. As a Codex level pick in DAO, it would have to be Slim Couldry's Crime Wave quest line, since those quests actually have multiple solutions, but that wasn't "exceptional" either.
I was going to mention Urshilaku Burial Caverns but JF beat me to it. There's also that Dwemer ruin with the puzzle box, thanks to also being quite vertical (not as much as Urshilaku though) and very nonlinear in its design (lots of areas loop back to each other). Makes you really feel like you're exploring, rather than just following the yellow line. There was also one daedric ruin that was VERY vertical, to the point of being worthless to visit without Levitation, but the former two mentions are also special because they're among Morrowind's largest dungeons and among the few that I consider perfectly-sized (as opposed to the small ones, which are way too small).I'd mention Morrowind, but it has no discrete locations and it's pretty much consistently atmospheric no matter where you go.
I really liked two missions:Terra Nova: no single level stands out. Once you get past the early tutorial-esque ones, they're all exceptional.
I really liked two missions:Terra Nova: no single level stands out. Once you get past the early tutorial-esque ones, they're all exceptional.
The one where you had to assault the pirate base surrounded by mountains on Thatcher (IIRC) - official route was to be funneled through narrow canyon with turrets shooting at you. DraQ route was to jumpjet across the chasm, climb a bit, deploy a drone for better situational awareness, then rain grenades on pirates, buildings and shuttle from the mountain tops while using IR to better see black, but warm pirate exos against black, cold rocks.
Another one was where you had to destroy a convoy and pick off pirates hiding on the islands on the river. Instead of either flashing the convoy and hunting pirates one by one, or waiting for them to gather around the convoy for a huge clusterfuck of a battle, I ordered a demoman to mine the fuck out of the dock and GTFO before I even touched down. He barely slipped out unmolested but I could just stand there with visor on max zoom being all smug while oblivious pirates clustered around the transports. Then I ordered my demoman to press the button. He stayed on the top of the killboard for three more missions, I think. He didn't fight in them.
Well it did have drawbacks - was short, a lot of sci-fi fluff was derpy with shitload of asspulled materials abound (actually seems to be a chronic problem in otherwise excellent LGS games - I actually cringed a few times in SS2), and simply backpedalling while firing particle beam was surprisingly often a viable tactics, but yeah, an excellent game overall and world would be much better off without Quake or DN3D if it could have TN2 in exchange.That game (Terra Nova) really was something. Pains me every time to think that it didn't sell well and killed Looking Glass.
Maybe it's for the best. The masses aren't good enough for their games anyway. :elite:
Plus malfunctioning scanners.Gardens of Kadesh is a good one from the game Homeworld. You get an eerie vibe arriving there. A stern warning comes from some cultists followed by an ultimatum. And then the level cracks open like a bee hive and turns into one of the biggest clusterfuck-fights in the entire game. All set in the glowing, somber spectra of space with kickass music to boot. It was always my favorite level from The Best RTS Ever.
It worked in the context and it provided nice change in gameplay.How about Diamond Shoals
I heard you like playing glorified Asteroids
Final Fantasy XIII-2, A Dying World 700 AF
Humm....I enjoyed FF XIII too, maybe I'll pick this one up. How's the Pokemon part?It's rather non-linear, actually. I'm one of the few people who actually, guiltily, enjoyed FFXIII for what it was, and I'm enjoying its sequel too. Though to be honest I rented both games through gamefly, so I can't say I'd pay full price for them.