- Joined
- Jan 28, 2011
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BTW, here's some Sawyery fun to spice things up:
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And there is simply no way you are going to pawn off your Calculus Exam interface as "popular".
You're making a horrible correlation. Antiquated & old-school =/= having lackluster plot & quests. You can say that it was a common thing, but it isn't their defining feature or the reason they are remembered fondly today. Those ARE flaws, and have always been. You can open a CGW magazine from the 80's and constantly read about how lame is that most plots are just "kill the foozle", in Scorpia's famous words. Those were already flaws back then.I don't understand why you would choose this as your critique. Those things are understood going in as the game professes to be "old school' and indeed touts the moniker as a point a of pride. What's more, you are writing a review that is largely going to read by people who are SYMPATHETIC to such old school (nostalgia?) principles. If you are going to argue that the game is antiquated I don't know who will disagree with you -- but in the process you side skirt the issue that a (small) subset of players would rather play a game like this. If that wasn't true, why would this game even exist let alone merit your time to write a review?
No, I did not. I used the KotC screenshot to show a game that clearly displays its complexity and mechanics, while pointing out that Xulima hides it. My words: "You'll never guess how complex and interesting the game is from looking at some screenshots."And you are wrong. First you have missed my point (I use exaggeration openly to highlight the fact that you have done the same while trying to couch it in an appeal to the sympathies of a certain type of player who share your ideas (prejudices) of what constitutes a "real" RPG).
Please point me where I did that, I'll wait. Quote me where I say "RPG fans prefer X".Secondly, you spoke of being OBJECTIVE. Yes, you absolutely can make objective assessments of what players prefer.
That's good, because I never did that. ONCE AGAIN, I only used KOTC to show a game that you can understand clearly from a screenshot, while you can't do that with Xulima. If I did what you say, just show me where.And there is simply no way you are going to pawn off your Calculus Exam interface as "popular".
Now seriously, stop raging so hard and actually read things before posting.
This belief that tenure on an Internet forum gives weight to one opinion over another is laughable, sorry. Let's an idiot's ramblings fail on their own merits.
This belief that tenure on an Internet forum gives weight to one opinion over another is laughable, sorry. Let's an idiot's ramblings fail on their own merits.
It's not like that. When Jaesun and other posters do a join date quote, they're not usually doing it to say "this guy is a lowly newfag so his opinions don't matter". Rather, they're pointing out that the user's recent join date combined with his unusual belligerent attitude indicate that he's likely to be a troll/alt.
Crooked Bee said:That isn't quite my experience with the game's exploration; like I said in the preview, you can kill enemies and explore areas in various order as soon as you've gained a few levels. I think you're exaggerating.
BTW, here's some Sawyery fun to spice things up [...]
I'm the only one who still enjoys minimal stories with one quest like:
Find the the eight pieces of the Holy Wand.
Kill the four icarnations of evil.
Kill the big dragon at deepest level of the dungeon.
One quest is enough for dungeon crawler CRPGs in the 80s, in the 90s and today.
NPC interaction is nice but completely optional: You can get the main quest from other information sources like reading a book at the beginning of the game.
Background story is nice too, but in a pure dungeon crawler CRPG you create your very own story/narrative by exploring and party interaction with the gameworld (influenced by stats and skills). You don't need dialog c&c, because every step in the dungeon, every pressed button to disable a trap, etc. is already a choice.
Games that provide such a "playground" are really cool CRPGs (Dungeon Master, Wizards and Warriors, Wizardry 1-5, MM 1-5, Knights of the Chalice, Legend of Grimrock...).
I don't disagree with you. But, again, my problem here is that it detracts from the game. Xulima would be a better game with no story. For example:I'm the only one who still enjoys minimal stories with one quest like:
Find the the eight pieces of the Holy Wand.
Kill the four icarnations of evil.
Kill the big dragon at deepest level of the dungeon.
One quest is enough for dungeon crawler CRPGs in the 80s, in the 90s and today.
NPC interaction is nice but completely optional: You can get the main quest from other information sources like reading a book at the beginning of the game.
Background story is nice too, but in a pure dungeon crawler CRPG you create your very own story/narrative by exploring and party interaction with the gameworld (influenced by stats and skills). You don't need dialog c&c, because every step in the dungeon, every pressed button to disable a trap, etc. is already a choice.
Games that provide such a "playground" are really cool CRPGs (Dungeon Master, Wizards and Warriors, Wizardry 1-5, MM 1-5, Knights of the Chalice, Legend of Grimrock...).
With LoX, we intended to create a RPG as deep as the old-school classics but presented in a format that even casual gamers can play it.