AbounI
Colonist
- Joined
- Dec 2, 2012
- Messages
- 1,050
I think so too.Why did they change it?The first design version of the box cover was better IMHO.
I think so too.Why did they change it?The first design version of the box cover was better IMHO.
it is. no additional content or tweaking changes the fact that the original trilogy is how the game was meant to be played or that it costs less in its entirety than the hd remake.Nooo that's not true.
or that supporting game remakes means supporting the cancer that destroys creativity in the entire entertainment business.
Yeah. If only they dressed her properly or all three figures were as cornily dressed. Unless you are going for that 80s sandal and sword look, you are supposed to grow out of half-naked warrior women trope after adolescence. If you just want to see half (or fully) naked women, put them in the correct context or dress everybody else down as well.
I think so too.Why did they change it?The first design version of the box cover was better IMHO.
the people who made the original had a mostly coherent vision. they might have fucked something up, like rtwp in infinity engine games, but it is still a coherent whole, which is especially true for old titles of roa quality that do not suffer from biowarian schizophrenic writers mismatching tones and styles all over the place or daemonsgate's frankenstein's monster-like design mismatches. no matter how good a remake will be, whenever some third person not involved in the original adds content to it, said content will be made based upon that person's personal interpretation of said game which means it's very likely it will not match what i or you perceive as the game's creative vision, mood, tone, whatever, because our subjective interpretations will be different. in this case, their initial design of the overworld map is proof enough that it won't be any different here.So.... if someone were to remake Baldur's Gate with proper turn-based combat, supporting it would somehow be bad?
Because, according to you the awful RTwP combat is how the game was supposed to be played.
no, we aren't. there is nothing creative about bioware remaking the same game in a slightly different setting yet again.Fuck your "creativity". We're getting ass effects and oblivions thanks to your "creativity".
Of course not. It's not like RoA is the game most desperately in need of a remake.Even if RoA can be improved, does anyone honestly think the motivation here is a desire to improve the original, as opposed to a desire for a low cost way to make a game, i.e. the hd remake concept? It could still be worth playing, though.
It depends on whether you enjoy playing games that are purely cash grabs.Does their motivation matter?
It depends on whether you enjoy playing games that are purely cash grabs.Does their motivation matter?
If it were not for the little budget, it could obviously not be considered a cash grab... :pHow can a game with so little budget,
wich aim a very little niche for 20 bucks can be a cash grab?
It depends on whether you enjoy playing games that are purely cash grabs.Does their motivation matter?
It depends on whether you enjoy playing games that are purely cash grabs.Does their motivation matter?
Exactly. Have you notices how Throvalla was such a highly anticipated game and a total success? Kickstarter has proven once again the power of a brand. Why do you think Brian Fargo tried so hard to get the Torment brand, instead of just calling the new game a "spiritual successor"?
Who cares about this or that? The game itself looks solid, and let's face it, there hasn't been a game of this type in a very long time.
Yeah, I get that people who played the original to death aren't that excited about it, and I don't blame you, but even besides that, this is a pretty cool development in the world of CRPGs.
Our revisions to the rules where really very careful ones, and only those that were easily integrated AND enhanced the gameplay were used. An example: In the old ruleset, there was a "bad dieroll" when you rolled a 20 to a check, say, an attack check with a sword. You then had negative consequences. Now, the 4.1 Rules made a change in order to "confirm" this bad dieroll, requiring you to roll a second time, and only having the effects of the bad dieroll if you failed to meet your minimum attack value.
The desired effect here is that beginner Swordfighters are more likely to have really bad things happen (like "attack, ups, lost my weapon") than seasoned swordfighters with years of training and experience. In the original ruleset, this was exactly as likely for Level 1 as for Level 7 Characters.
Another, not direct but indirect change to the rules is with traveling by ship (of course only applicable to Blade of Destiny): In the original, you had to wait for the flood on the next day if you booked a ship passage (going out at about 9 in the morning), or you could have no ships in the harbor for days at a time, which was specifically bad in Kord, where you could only leave by harbor AND which was badly frequented with ships. This is superrealistic, but was in our eyes also superboring and could even give players a "stuck" feeling. So now you can leave by ship any time, day and night, and only the *type* of passage and its cost is different.
This is just two examples for the adaptions we made, we stumbled over many problems and outright bugs in the original ruleset, but tried to be as true to the original or at least its intentions, but also tried to let "reasonable comfort and gamedesign" of the last 20 years flow into this recreation of the original. We worked closely with one of the biggest german RoA communities (http://www.crystals-dsa-foren.de) from Day 1 of our development (and even before) to ensure this "truth to the original", and our betatesters consisted almost exclusively of people that played the original, and in parts for years.
And nobody so far complained that we were "too casual" or "raping the original", on the contrary. So, long story short, and to quote a nobel-price-winner-gone-biggest-eavesdropper-ever: "Yes, you can".