Mauman
Scholar
- Joined
- Jun 30, 2021
- Messages
- 1,232
Stronk Whamen were already in the first game.please dont jump into conclusionsPlay as stronk woman
It's a safe conclusion to make.
Stronk Whamen were already in the first game.please dont jump into conclusionsPlay as stronk woman
Spiders' games are extra special about it though. They make sure the player has to backtrack in every quest, make sure to close off the shortest route when returning, and make sure to have the enemies along the way respawn.Basically most RPGs ever. I'd struggle recalling more than a handful of RPGs with an actual great ending. Most devolve in a soul-destroying, endless combat grindfest or boring fast-travel teleporting all over the map, chasing that Main Quest marker.
Yep that's definitely true. IIRC it was especially obnoxious in Technomancer, going back and forth between those two cities and fighting the same spongey enemies every single fucking time made me wanna go jump off a bridge.Spiders' games are extra special about it though. They make sure the player has to backtrack in every quest, make sure to close off the shortest route when returning, and make sure to have the enemies along the way respawn.Basically most RPGs ever. I'd struggle recalling more than a handful of RPGs with an actual great ending. Most devolve in a soul-destroying, endless combat grindfest or boring fast-travel teleporting all over the map, chasing that Main Quest marker.
-bigger than Greedfall game: more regions with greater cultural, geographic and architectural diversity, more companions, more sidequests that will affect companions and stories
You already know the answer to this question, don't you?-bigger than Greedfall game: more regions with greater cultural, geographic and architectural diversity, more companions, more sidequests that will affect companions and stories
we wont have to backtrack through spawning enemies right, right?
not like it resolved my main issue with their gaymzGreedfall had fast travel points, I don't see why the sequel wouldn't have any either.
every year we are getting closer to gorasul00s and 10s - RPG sequels becoming action games or more action-like (Elder Scrolls, Fallout, Dungeon Siege, Witcher, Mass Effect, and Dragon Age)
20s - action-oriented sequels becoming turn-based/real-time-with-pause RPGs (Yakuza Like a Dragon and Greedfall), rtwp becoming turn-based (Baldur's Gate)
Yeah , strange change because while i really disliked the combat ( at least as Mage), it clearly was popular with people enough to sell well.
I don't mind the change, but the original game was clearly inspired by Dragon Age Inquisition , so people that actually like the action combat gonna be left in the dust.Yeah , strange change because while i really disliked the combat ( at least as Mage), it clearly was popular with people enough to sell well.
I don't think it's strange at all. The combat system in the first game was average at best, the devs probably realized they have no means of making it either play or look better.