More like WoW gone fable.l3loodAngel said:Good hes always pushing just X. Aweshun game.
Btw it's not Bio WoW its WoW gone Max Payne.
More like WoW gone fable.l3loodAngel said:Good hes always pushing just X. Aweshun game.
Btw it's not Bio WoW its WoW gone Max Payne.
pipka said:MAY CONTAIN CONTENT INAPPROPRIATE FOR CHILDREN
How can you post this kind of video here, you horrible monster?! Think of the fockin' children FFS.
Regdar said:So the game is WoW meets Diablo meets God of War, with some generic fantasy lore slapped on top?
AlaCarcuss said:Yeah, hmm... I don't know.
Watching that trailer kinda reminded me of my first impressions of Div2 previews and how convinced I was that game would suck. I ended up enjoying the hell out of Div2 (DKS) so who knows...
Hamster said:More like Kingdoms Of Banalur.
DraQ said:Hamster said:More like Kingdoms Of Banalur.
Kingdoms of Banal-lul?
Kingdoms of Banal-hurr?
Away with you, I'm just warming up.Darth Roxor said:DraQ said:Hamster said:More like Kingdoms Of Banalur.
Kingdoms of Banal-lul?
Kingdoms of Banal-hurr?
Stop trying too hard
DraQ said:AlaCarcuss said:Yeah, hmm... I don't know.
Watching that trailer kinda reminded me of my first impressions of Div2 previews and how convinced I was that game would suck. I ended up enjoying the hell out of Div2 (DKS) so who knows...
I'd disagree.
Divinity 2 had way over the top and then some art direction, but it was at least imaginative. This thing here, well, if you got some average kids from primary school and wanted them to draw a generic guy in the armour you'd get ama-lulz concept art.
Divinity 2 was also self conscious and at most half-serious about all its over-the top elements, ama-lulz doesn't seem to be.
In Divinity 2 stuff like gems and crafting components, whether completely fictious or with real life counterparts, was given unique looks, names, in-world context and flavour text - here you get oh-so-imaginative fire gems and poison gems.
In Divinity 2 previews there was some focus on stuff like mindreading and quest design, including how you could screw people over and generally be a jerk - here you get mindbogglingly generic snippets about some serrially churned fantasy universe #10567 you can't be arsed to care about.
And last, but not least - in Divinity 2 you got to be a dragon, which might have been rushed and not too well done, but at least it set it apart from all the generic aRPGs - here you get adrenaline or some other shit, by another fancy name and with some added special effects.
Also, I nearly fell off my chair when I heard how you supposedly feel the impact in combat, while the video and SFX was showing polar opposite of that statement.
This.micmu said:kings of anal urination
But you can see lack of such elements from the previews of amalulz.AlaCarcuss said:DraQ said:AlaCarcuss said:Yeah, hmm... I don't know.
Watching that trailer kinda reminded me of my first impressions of Div2 previews and how convinced I was that game would suck. I ended up enjoying the hell out of Div2 (DKS) so who knows...
I'd disagree.
Divinity 2 had way over the top and then some art direction, but it was at least imaginative. This thing here, well, if you got some average kids from primary school and wanted them to draw a generic guy in the armour you'd get ama-lulz concept art.
Divinity 2 was also self conscious and at most half-serious about all its over-the top elements, ama-lulz doesn't seem to be.
In Divinity 2 stuff like gems and crafting components, whether completely fictious or with real life counterparts, was given unique looks, names, in-world context and flavour text - here you get oh-so-imaginative fire gems and poison gems.
In Divinity 2 previews there was some focus on stuff like mindreading and quest design, including how you could screw people over and generally be a jerk - here you get mindbogglingly generic snippets about some serrially churned fantasy universe #10567 you can't be arsed to care about.
And last, but not least - in Divinity 2 you got to be a dragon, which might have been rushed and not too well done, but at least it set it apart from all the generic aRPGs - here you get adrenaline or some other shit, by another fancy name and with some added special effects.
Also, I nearly fell off my chair when I heard how you supposedly feel the impact in combat, while the video and SFX was showing polar opposite of that statement.
Indeed - all true. Though I sure didn't pick up all that from just the previews of Div2.
I don't do such things - I merely re-evaluate sometimes.After all, I'm one of those rare individuals with the capacity to adjust my standards on the fly.
sgc_meltdown said:boringhugegame's shit-derps of banal-larp
imagine alan rickman saying this in a withering tone of contempt that should help