Tommy Wiseau
Arcane
- Joined
- Apr 7, 2012
- Messages
- 9,424
Oblivion is not a bad *game*
Heh.
Oblivion is not a bad *game*
http://www.rpgcodex.net/content.php?id=129
I only skimmed this article but I don't see any mention of graphics, music, the opening and ending cinematics, nor does it discuss the ~awesomeness~ of the Dark Brotherhood questline that a bunch of people liked so much.
I get the feeling this is going to end up with me being told to "do a review if you care so much about it"
u madI get the feeling this is going to end up with me being told to "do a review if you care so much about it"
Thanks for saving me the trouble
I like how Roguey's best examples of "Josh's brilliant design" are archers that shoot at you from across a room, and an annoying trap and waves of skeleton mobs in Kesselack's tomb. Meanwhile the much more interesting combat encounters, such as enemies that use various spells and status effects, are glossed over as "filler".
Methinks that Infinitron and Roguey are out to troll the entire Codex.
She self identifies as female, at least on the codex.Wait, Roguey is a male?
she's pre-op and has a 9 incher swinging between "her" legs.
Are you referring to the tower in chapter 6? Because I thought it was neat how they were attacking me from a fortified position where I couldn't attack them (until acquiring a key). How often does that happen in any IE game? Plus the battle inside required me to use spells because the room is so small and they like to target squishies (and it requires gathering your party before venturing forth so no leaving them outside).I like how Roguey's best examples of "Josh's brilliant design" are archers that shoot at you from across a room,
Oversimplification. The choice is whether or not to agree with the wishes of a victimized third party.a "moral choice" between killing or not killing a vain, evil dictator,
I don't know what's giving you the impression that I liked anything about Kresselack's Tomb. I mentioned that as an example of something that annoyed me.and an annoying trap and waves of skeleton mobs in Kesselack's tomb.
Please list actual examples.Meanwhile the much more interesting combat encounters, such as enemies that use various spells and status effects, are glossed over as "filler".
Methinks that Infinitron and Roguey are out to troll the entire Codex.
Excommunicator I reject your ideas of what a review is or should be. What's next after making a reviewer talk about graphics and sound? Do they need to score them in a point system? Do they have to weight each category according to some rubric?
Excommunicator I reject your ideas of what a review is or should be. What's next after making a reviewer talk about graphics and sound? Do they need to score them in a point system? Do they have to weight each category according to some rubric?
You know, this has a interesting 3d effect if i click on it. Probably a graphic card driver bug.
Again, it's a retrospective you morans. Read one of the retrospectives for old games they occasionally post on Eurogamer and tell me if it qualifies as a "proper review". They never do. They're always more of a personal editorial from the writer, telling us of his particular experience of the game.
The purpose of a proper review is to help gamers decide whether a new game is worth purchasing. Old games don't need that.
Everything I said about his contributions was factual, including my opinions about them (i.e. fact: I think he made the best areas excluding Kresselack's Tomb which only had better writing than the rest of chapter 1).Do these editorials also contain massive amount of stupid "Josh Sawyer!11" dropping
The idea of "archers that can hit you with impunity until you can reach them directly" is, while fun for that particular scenario, nothing particularly special either. Just run past/avoid them.Are you referring to the tower in chapter 6? Because I thought it was neat how they were attacking me from a fortified position where I couldn't attack them (until acquiring a key). How often does that happen in any IE game? Plus the battle inside required me to use spells because the room is so small and they like to target squishies (and it requires gathering your party before venturing forth so no leaving them outside).
It was an interesting bright spot in an otherwise kind of bland story. I like Dorn's Deep, the whole thing. Really cool area design and lots of variety. But that moral dilemma really doesn't deserve singling out as anything particularly special either - I found it extremely black and white, myself. I mean, you're seriously expected to spare this asshole who lords over all those people and treats them like the lowest of slaves because his lady friend has Stockholm syndrome? Seriously? And then you can just give her a potion to break the wards on her and she'll leave him on her own anyway, so I guess even she doesn't care that much about him? So why would you ever spare him?Oversimplification. The choice is whether or not to agree with the wishes of a victimized third party.
That was a joke.I don't know what's giving you the impression that I liked anything about Kresselack's Tomb. I mentioned that as an example of something that annoyed me.
Exhibit one: calling the majority of the game filler except for Josh's most divine, magnificent contributions:Please list actual examples.
Icewind Dale's gameplay largely consists of pressing the equals sign, left clicking on a target, pressing the space bar, waiting for the autopause to kick in after the target dies, and repeating the process until you finally run into an encounter that demands more of you. A bit like Diablo, only with a party and less emphasis on quick thinking (unless you choose to play without pausing for a self-induced challenge). Some of these mindless fights serve a purpose when it comes to introducing you to new creature types before throwing you into the deep end, and a few are made more interesting thanks to Heart of Winter adding call-for-help scripts in a few areas (mostly Josh's); however they're largely there to pad out time that would be spent in dialogues or exploration in other RPGs.
Sound exhausting? Well don't worry, Josh Sawyer can't design everything, and as a result chapter 3 goes back to the doldrums. It has some beautiful levels, but they're filled with nothing but more standard undead, undead orcs, and undead pointy-eared white supremacists*. Some of them like spawning on top of you for extra annoyance.
There's nothing noteworthy about chapter 4 except a nice battle where you have to deal with two Stoneskinned Drow spellswords, two Mirror Imaged mages, archers protected by a chokepoint, and two phase spiders who pop in from behind. It's a shame you can make the fight easier by exploiting the fog of war since Sawyer was the only developer who had the time and inclination to intelligently place call-for-help scripts in his base campaign areas. Sadly, the rest of the chapter has you facing even more undead and one of the easiest Liches on record (whose weakness is explained by a botched ritual). I'm guessing playtester experiences were involved in its nerfing.
Chapter 5 manages to be less interesting than the previous by offering nothing of value. The ice temple definitely could have benefited from call-for-help scripts, but placing them would be difficult because the mobs are grouped so close together that you could very well end up having to fight the entire floor at once (like certain Storm of Zehir single-digit-room dungeons). A particularly strange thing about this chapter is how most of this boring combat is completely optional: you can avoid everything in the temple's main floor just by not visiting it again after you free the slaves (if you choose to free them at all), and you can coerce the frost giant leader into handing over his badge without a fight. Of course since this is a combat game I had to kill them all for their loot and xp (plus they're evil and deserve killing).
I dont give two shits about Avellone in that sense. Maybe i should do it.You're not very likely going to see a Planescape Torment retrospective without the writer gushing over Avellone.