Just a normal installation. And my hdd is quite current, thank you. I wasn't aware I needed heavy tinkering with inis on top of waiting 1 year to be able to play this.
I bought this remake. I guess it's stable and doesn't crash much. But it is the most ugly non-fun piece of trash I've ever played. Maybe the original RoA is also partly to blame for this. I dunno.
Blackguards 2 is a masterpiece compared to this.
I've played enough to have a conclusion here. BoD is a fucking boring mess. In the original game, navigating the town is tedious as hell. Buildings and the location overall lack meaningful distinction. The only fronts that seem any different are temples, and in periphery they look the same as every other residence. In the GB days, you could walk your happy ass around town and approximate what you're entering, from across the plaza. In BoD, you have to constantly open the map, close the map, open the map, close the map, turn right, turn left, go 6 paces, left, left...... shit! where am I now? The remake is navigable, AND the town looks like a goddamn town. That's like the least I would expect from a video game.
Combat in the remake is better, cause diagonals, cause diagonals means tacticals can happen. Overall, combat is BSB. Does combat ever get interesting in RoA? I enjoyed what little I played of Star Trail, but it wasn't impressive.
The remake is honestly better than the original, release and bugs notwithstanding. Every time I try to love the original, it pushes me away. I'm younger than the original demographic, but I've played enough old games to know what a shitty interface is, and boy howdy is this a clunky, shitty interface. The remake has a bad interface as well, but it benefits from being simple and inuitive. Both games would benefit enormously from a Darklands style menu in each location. It would fit with all the delicious bits of poorly edited flavor text, which both versions do well enough. It's like a slap in the face, when you enter bars, inns, shops, and smithies to be greeted with a stupid painting of the occupants, dumbly waiting on you to "use talent" or "talk". Darklands made each new place feel cool, because you show up ready to kick ass, and *bam!* here's a list of things you can do in this new place. It seems like a nitpick, but this is my number one problem with Arkania. It's so clunky that, by the time I get to the tasty bits, they've gone cold. Like eating a platter of boiled crabs, all the sweet flavor is encrusted with this chitonous bullshit.
TL: DR- Both games suck, remake's better, can't wait to see how Star Trail comes out.
I think these guys need to be given a chance, ya'll. Remaking RoA is a tremendous undertaking, and they've responded to criticism and genuinely done what they could to meet their job requirements, AND translate this content faithfully into a newer engine. DSA doesn't come out on PC very often and if you want better DSA, you gotta show em there's a market. We should be buying these games and then criticizing the fuck out of them. It's not like they have an audience outside of faggots like you.
Believe me - most of the Codexers is going to buy this game. Next year, in the 'Shit crpg #3 bundle folder' for $1.99.I think these guys need to be given a chance, ya'll. Remaking RoA is a tremendous undertaking, and they've responded to criticism and genuinely done what they could to meet their job requirements, AND translate this content faithfully into a newer engine. DSA doesn't come out on PC very often and if you want better DSA, you gotta show em there's a market. We should be buying these games and then criticizing the fuck out of them. It's not like they have an audience outside of faggots like you.
Believe me - most of the Codexers is going to buy this game. Next year, in the 'Shit crpg #3 bundle folder' for $1.99.I think these guys need to be given a chance, ya'll. Remaking RoA is a tremendous undertaking, and they've responded to criticism and genuinely done what they could to meet their job requirements, AND translate this content faithfully into a newer engine. DSA doesn't come out on PC very often and if you want better DSA, you gotta show em there's a market. We should be buying these games and then criticizing the fuck out of them. It's not like they have an audience outside of faggots like you.
The problem with the first part was kind of sad, game was too shitty to play it. And it is hard to criticize after 130 seconds of playing.
Einer der aus unserer Wahrnehmung heraus am heftigsten diskutierten Spielabschnitte von Sternenschweif ist der Phextempel in Tiefhusen: „Wie kommen Untote auf geweihten Boden?“, „Was hat der Totengott im Tempel der Diebe verloren?“ und „Wieso ist alles eitel Wonne, wenn ich vorher reihenweise Priester um die Ecke gebracht habe?“. Fragen, auf die auch wir nicht zu antworten wussten. Nicht minder kontrovers waren das durchbrechen der „vierten Wand“ im Abschlussdialog und der schadenfrohe Humor desselben („haha, ihr kriegt gar nix!“). Zusammengenommen haben wir uns somit die Aufgabe gestellt, den Phextempel komplett auf neue Beine zu stellen.
Und genau das haben wir auch gemacht: Die Untoten sind verschwunden, Priester aus den Kämpfen verbannt und der gesamte Dungeon hat im Laufe seiner Veränderung ein völlig neues Gesicht bekommen – und vor allem eines: zahlreiche phexgefällige Rätsel! In seiner neuen Form kitzelt der Phextempel die grauen Zellen der Helden gleichermaßen wie die des Spielers.
Schon für den Early Access wurde ein atmosphärisches Gewölbe errichtet, das den Spagat aus Modernisierung und Wiedererkennungswert unserer Meinung nach bravourös meistert und gleichermaßen für Neueinsteiger wie für den x-ten Spieldurchlauf Abwechslung und Kurzweil bietet. Hier noch ein paar Impressionen, um euch die Zeit bis zum Selber-Durchlaufen-können etwas zu verkürzen:
http://www.sternenschweif.com/phextempel-tiefhusen/
"Why was the Temple of Phex in the original game designed this way? What was the god of death doing in the temple of thieves? Why does the finale not acknowledge all the priests I've killed inside the temple? Why does the final dialogue break the fourth wall?"
I've been around since DSA 1 and quite happy that they ditched the Schwarzer-Keiler-age dungeons where orcs, dragons and undead live together happily because why the fuck not (or even aliens, robots and other sci-fi) shit in favor of world building with cohrerent logic, because that's one of DSA's strong points for ages now. The phex temple changes are something I really like, at least on paper.Basically a case of DSA4 fags being unable to wrap their head around how adventure modules worked in DSA1, DSA2, and early DSA3. Back then DSA was still about creating fun, tongue-in-cheek adventures rather than dull, melodramatic exercises in fantastic realism. It's pretty telling that late DSA3 and DSA4 have an entire rulebook on calculating the building costs for houses and castles, while traps and dungeons are only mentioned as examples of how stupid and unsophisticated those old adventures were.
Well, except if you want to play a daemonologist, an elementalist or a necromancer.
I've been around since DSA 1 and quite happy that they ditched the Schwarzer-Keiler-age dungeons where orcs, dragons and undead live together happily because why the fuck not (or even aliens, robots and other sci-fi) shit in favor of world building with cohrerent logic, because that's one of DSA's strong points for ages now. The phex temple changes are something I really like, at least on paper.
Especially when you know with 99% certainty that they'll make a hack job of it.most importantly, there's no reason to change the Phex temple
Idk, that's subjective, but slaughtering a bunch of priests just feels so... out of place and plain wrong. It's essentially the worst crime one can commit in the setting. Temple's easily the weakest part of the whole trilogy story-wise.there's no reason to change the Phex temple. Why? Because it's Phex, the good of thieves and trickery, just say those priests aren't actually dead and the undead are priests in some kind of karmatic disguise.