Lilura, are you playing these games on Steam/GOG?
Lilura, are you playing these games on Steam/GOG?
My retrospectives were written while playing from installations based on ISOs of original optical media purchased when the games came out.
Have you played Prey?
That was well said.
Fairfax pointed out they've given PC's an entirely extra free action for no other reason than to make them stronger, so let's see if Larian doesn't find a way to screw it up. Very fair of you to not just call the entire thing off either way.Still, the combat system, ruleset implementation and tactical perspective are enough to float our boat so let's keep following for a while longer, and see what happens.
Well there still isn't much to talk about because we only got a glimpse, but still, you said what needed to be said at this point.That was well said.
Lazy-ass write-up where I mostly just quote myself, but thanks.
Lilura Am I reading this correctly? Do you actually like the 3D cam with the rotations and zooms?The main thing we can take away from the video is that BG3's combat system is indeed turn-based, and its 3D cam not only allows for a traditional isometric perspective, but is also powerful and flexible in its rotation, zooming and trucking, à la Electron. This is a good thing.
Lilura I've been meaning to ask you - what PC do you use to run your IE games?
Lilura Am I reading this correctly? Do you actually like the 3D cam with the rotations and zooms?
I haven't played Silent Storm so I can't speak on it, and I also never got around to finish modding NVWN2 (your write up on fixing the camera was great) so my experience is limited to the horrible time I had wrestling with the native camera. That being said, a 2D isometric camera view has been a major part in many of the best games of all time. Some of the games that come to mind,Yes, my fave 3D cams are Silent Storm's and Electron's Strategy mode (NWN2). Because they are proper tactical cams with trucking and dollying.
The break in visual continuity is what makes the BG3 camera odd to me. The only screenshot I've (accidentally) seen looks like the Deus Ex/post-BG2 Bioware camera (head-and-shoulders closeup for DRAMATIC dialogue).
If it has a fault, it is that the default maximum zoom-out level is too low; there are instances where the game tricks itself (after zone transitions involving different elevation levels) into having a further, more pleasant zoomed-out view, but it reverts to the default maximum after any adjustment.
forced dialogue closeups I lost all interest in continuing though the module itself outside of these horrifically bad cut scenes was decent but it was my breaking point.
Over at RPG Codex, there is a very good article by Role-Player on how the increasing use of cutscenes is ruining gameplay experience.
He maintains that cutscenes interfere with the flow of the game, often make nonsense of player choices and actions, and turn the player into more of a passive observer than an active participant in the story.
He cites several games to prove his points, although he doesn’t mention one of the worst, namely Neverwinter Nights 2. This game is so overloaded with cutscenes, almost the only real player action is heading into the next combat.
A friend of mine, who ordinarily plays a CRPG through several times, did this one only once. She said she wanted “to play a game, not watch a movie”. That about sums it up; NWN2 is more a movie than a game.
However, there was one “feature” that Role-Player didn’t mention: the cutscene that shows “what’s happening elsewhere”. Why are such scenes being shown to the player?
In NWN2, we look in on conversations or activities being conducted by various hostile factions. The player is not present, spying on enemies. Therefore, the player should not be seeing or hearing these things.
This technique is common in movies, but there we are just passively watching a story unfold. It has no place in a game, unless the player has some magical means of spying on enemies.
There is a lot of blather about “immersion” in games, but walking out the town gate and suddenly being treated to a conversation between Black Garius and his underlings destroys any feeling of immersion.
Of course, NWN2 didn’t have much of an “immersion factor” to begin with. And any it may have had disappears early under the weight of excessive scripting.
Much the same can be said for Hordes Of The Underdark, which also suffered from overuse of cutscenes, including “what’s happening elsewhere”. It makes you wonder if the story is about the player-character, or if the player-character is being treated more like an NPC observer.
That doesn’t mean cutscenes have no place in a game. They can be useful as introductory sequences. And certainly, at the end, a cutscene of Foozle’s death throes can be very satisfying.
Between those two points, however, cutscenes need to be used with a very sparing hand. There are two main reasons for this: (a) a game is not a movie, nor should it be; (b) excessive cutscenes reduce the replayability of a game.
I agree with Role-Player: designers are losing sight of gameplay and fun in their eagerness to “tell a story”, which too often turns out to be a story that hardly needs a player-character, or any real interaction beyond fighting. We can only hope that developers will reign in the “virtuoso coding” and remember that games are meant to be played, not watched.
The NWN2 camera is an excellent litmus test separating whiners from actual CRPG players. The fact that NWN2 has a horrible camera is a meme and has no grounding in reality after the various patches Obsidian released. If it has a fault, it is that the default maximum zoom-out level is too low; there are instances where the game tricks itself (after zone transitions involving different elevation levels) into having a further, more pleasant zoomed-out view, but it reverts to the default maximum after any adjustment.