Latelistener
Arcane
- Joined
- May 25, 2016
- Messages
- 2,631
It's a first person shooter it's not supposed to have solid rpg design jesus fuck.
Millennials. Millennials everywhere.
I have no idea why the game wouldn't write game.cfg for you. Try to verify cache in Steam, otherwise I've no clue what's going on.
To people playing: how would you describe level design? Do they actually attempt to do System Shock 2, with useful places you memorize and return to, areas locked off until later, itemization to encourage sensible scavenging, etc? Or is it the same as it is in Bioshock and Alien: Isolation, where you technically could return to places you visited, but never ever actually have any reason to do so? Not asking about level complexity in general, on that I trust Arkane's competence enough already.
Also, in case any brave poorfags are trying this out, is it gonna run (however shittily) on a laptop with 1 Gig VRAM? DX4 crashed on every dialogue.
From what I saw watching a stream, the context does not create real hard choices.Still not sold on the depth of the upgrade system.
How much upgrade depth are you expecting? There's six skill trees, every weapon has multiple stats that can be improved, and you can install upgrades for your suit and psychoscope.
The question I have is do any of these things matter? Do you feel like you actually have to think about what upgrades you want to get, other than for how fun and cool they sound to you? The key to solid RPG design is having some upgrades that you feel you want and some you feel you need, so there's tension in the experience. Minor improvements to healing and weapon accuracy and a suite of gimmicky powers do not fit this bill.
I don't know how the game actually plays out, but the impression I got from the list of powers was that you don't have to think much about your approach to character building, and just go with whatever sounds cool or immediately useful. Compared to something like System Shock 2 (which is the prime object of comparison), it appears to be a downgrade in depth, even if not necessarily in complexity or breadth. I hope I'm wrong about this, but that's how I'd characterize Dishonored.
So...what does this game have to do with an alien abducted Native American who spirit walks to fight aliens and evil ghost children?
I am confused.