Finished the new Geneforge. After Avadon and the second set of Avernum remakes I was sceptical, but this feels much, much better than the new Avernums. I haven't played the first Generforge in a long time, so the details of changes are somewhat foggy, but it still felt like the same, amazing game, with some gentle gameplay touches.
Of the perceived changes:
- The new shaping system is a definitive improvement. Sure, I'd like to have even more options, but it felt fun to improve your creations by giving them new skills or passive abilities instead of merely stat boosting them. Creations also feel much stronger than in the original, so I felt like I really could focus on creations, instead of playing a wizard with meat shields.
- Stat system got changed a bit. Luck got replaced with stealth, which I didn't use much and didn't look very appealing, but you can tell that it could be a viable approach in some locations. Essence is now a separate stat from intelligence, which helps with not making Shapers spellcasting powerhouses by default. Chances to hit now doesn't depend on your attributes but your level (and buffs/items), which I really hated at first, but it seemed to play well enough, so I can't say it's a bad thing.
- New content varies from decent to meh. Inutile seem like a decent addition to the world, if a little too shoved in your face in the early game, the new questline and dungeon were all right, if unspectacular. There's also the addition of three new shapers on the island, which just makes no sense narratively and probably the most misguided addition. They don't really contribute anything except for sequel hook (which wasn't needed in the original Geneforge 1) and ruin the effect of meeting Goettsch, who is more important and interesting character, especially since you're almost guaranteed to meet them before Goettsch. I'm really baffled why Jeff decided they were a good idea.
- Batons have more variety of effects, so they look more appealing for fighter types (can't say how effective they are since I played as a shaper, but they looked useful).
- Some boss monsters got added, but they feel pretty fair. There's no permanent shield bullshit, massive hp bloat, constant monster spawnings (except for spawners, but that's a given) that have been a nightmare in the later Geneforge games. Boss encounters have never been Vogel's strength, so I'm happy he decided to keep it simple this time. It really works better.
- I really can't remember if it was the same in the original, but it feels like there's nothing to spend the money on in this game. By the end, I had almost 20k gold and five times as much in loot and there was literally nothing even moderately exciting to purchase throughout the whole game. Obviously living tools were useful, as were some pods and spores, especially early game, but by the time I got to Pentil, I was just accumulating gold without any reason to do so. I wish Jeff added some money dump in the game.
- If you decide to play this game yourself, I definitely recommend playing it on veteran difficulty. It adds more skills to rogue creations and enables friendly fire, both of which make the game more interesting and tactical. And the game feels slightly easier than I remember the original, so there's a use to difficulty bump. Torment feels like too much hassle with excessive enemy hp and damage.
Overall it still feels like a great game. The changes are hard to notice and when you do, they are positive. I really think there's absolutely no reason to play the original at this point and I can't wait to see the remaster of the second game, which is my favourite one.