Metro
Arcane
- Joined
- Aug 27, 2009
- Messages
- 27,792
What you're saying is the systems were imperfect in previous game. That doesn't mean removing them isn't simplification, it still is. It might be an improvement, sometimes simplification is an improvement. It's still simplification.
It's still simplification but I have the feeling you are using that word with a pejorative slant. Maybe not. I don't recall you making a conclusion about it in the article but I started skimming when I hit the 'Technical' section so I might have missed it. But yes, I would say overall it is an improvement or, at the very least, nothing that impacts the game play. The problem is some of the yard apes here will read the word 'simplification' and go 'hurrr durr, Risen = dumbed down EA shit,' without actually thinking about it.
Also, you missed the point on lockpicks where the minigame is way too easy. Maybe it gets harder later on. But with unbreakable pick and super-easy minigame, I don't understand why you don't just open it when you click it and have the required skill. As is, this is pretty bad implementation.
Fair enough, I guess... But it isn't as if LRRLLLLRR was particularly difficult. Aside from Fingers' chest in G2 I can't remember any chests that were very taxing on the short term memory (and in Risen you even got visual prompts). Essentially you're just trading one mini-game for another but I do agree that it is fairly pointless and should merely be a skill check and open or not based on your skill.
Lockpicking is an actual skill check in G3, not a largely superfluous mini-game. No, it's generally little more than an inconvenience to keep yourself supplied with picks. With clear plateaus in advancement, though, you take out the slow, more graduated progress curve that an actual check would allow for. And for a fighter with just the bare minimum invested in lockpicking, picking every chest would be a chore, while to a dedicated thief, it's a glory. It's not that lockpicking was great and crucial, it's that this seems like a step in the wrong direction by making the sense of character progression simpler and apparently reducing the distinction between classes a bit, though I guess with sufficiently high prerequisites for the skills, this could be avoided.
Even with a fighter build in G3 I was able to max lockpicking (mostly because even with the CP/alternate balancing you can still reach stupidly high levels and have tons of LP). Of course there were very few max level chests (I think I ran into maybe half a dozen) with most being mid-level or low. It doesn't strike me as a step in the wrong direction as lock picking was pretty much a given skill in any PB game (more like a secondary trait than part of a specialized build). You really can't play a thief in any PB game... you could argue it's possible in G3 but... that would be a stretch.
Taking inconsequential stuff out of the game to polish the more important aspects is fine, but I'm not going to celebrate the fact that they went that route instead of finding a way to make those more consequential skills.
I don't necessarily celebrate but I just never entertained the idea that we were going to see them polish the ideas in G1/G2 and make an even deeper and more complex game... especially given current market trends. Perhaps in the PB Kickstarter~
I won't defend the Kill-Cam shit. That's just stupid.