Tags: Night Watch
<a href="http://www.gamingexcellence.com/">GamingExcellence</a> is the latest site to write a negative <a href="http://www.gamingexcellence.com/pc/games/646/review.shtml">review</a> of <A href="http://www.nival.com/nightwatch/">Night Watch</a>. The score is a <b>4.8/10</b>, which is pretty low! Anyway, here's a bit about the design:
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<blockquote>Overall, the game feels unbalanced. First, your spells and abilities go up the more you use them. However, some of your abilities can only be used on enemies, of which there are a finite amount. So while a few of your abilities will be maxed out immediately, a fair amount will remain low most of the time. This normally sounds fair, except that the Changer’s abilities, for example, comprise mostly of attacks to be used on enemies. Adding to this is the fact that of the three stats, strength is fairly worthless to everyone but the Changer. However, the other two are also extremely important, as they determine how much the character can do in one turn (number of action points) and how many energy points the character needs (which is important if you want to stay in the Gloom for any amount of time). So basically, while the other classes need only two stats, the Changers need all three. While not necessarily a problem, the game felt shoddier when I realized that the developers didn’t take more time to figure these problems out.</blockquote>
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Interesting argument, but what if <b>Strength</b> were twice as important to the Changer than the other two? Couldn't you balance a class that way? Not saying that's how it works in this game, but it would be possible to balance things out while retaining the three useful stats for one class versus two on the others.
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Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>
<a href="http://www.gamingexcellence.com/">GamingExcellence</a> is the latest site to write a negative <a href="http://www.gamingexcellence.com/pc/games/646/review.shtml">review</a> of <A href="http://www.nival.com/nightwatch/">Night Watch</a>. The score is a <b>4.8/10</b>, which is pretty low! Anyway, here's a bit about the design:
<br>
<blockquote>Overall, the game feels unbalanced. First, your spells and abilities go up the more you use them. However, some of your abilities can only be used on enemies, of which there are a finite amount. So while a few of your abilities will be maxed out immediately, a fair amount will remain low most of the time. This normally sounds fair, except that the Changer’s abilities, for example, comprise mostly of attacks to be used on enemies. Adding to this is the fact that of the three stats, strength is fairly worthless to everyone but the Changer. However, the other two are also extremely important, as they determine how much the character can do in one turn (number of action points) and how many energy points the character needs (which is important if you want to stay in the Gloom for any amount of time). So basically, while the other classes need only two stats, the Changers need all three. While not necessarily a problem, the game felt shoddier when I realized that the developers didn’t take more time to figure these problems out.</blockquote>
<br>
Interesting argument, but what if <b>Strength</b> were twice as important to the Changer than the other two? Couldn't you balance a class that way? Not saying that's how it works in this game, but it would be possible to balance things out while retaining the three useful stats for one class versus two on the others.
<br>
<br>
Spotted at: <A HREF="http://www.bluesnews.com">Blue's News</A>