jewboy
1. Knights of the Chalice despite having very low production values, also uses 3.5 and manages to create awesome encounters by drawing on the full monster manual and doing interesting combinations with them. So even though it only has 3 of the core classes, it's encounter design elevates its combat experience well over TOEE which despite having an excellent engine it sucks balls since said engine is never really used to even 10% of its potential.
I ended up preferring TOEE to KOTC because TOEE ends before 3.5 dnd caster supremacy starts to get really bad while the best KOTC party is simply some combination of clerics and mages, no fighters. KOTC absolutely has encounter issues though, specifically the interminable part of the game where you have to go to the regular giant area to fight the regular giants, the ice giant area to fight the ice giants, and the fire giant areas to fight the fire giants, where almost every enemy is just some flavor of giant who aren't even configured in any interesting ways. I found that part of the game more excruciating than anything in TOEE.
jewboy
1. Knights of the Chalice despite having very low production values, also uses 3.5 and manages to create awesome encounters by drawing on the full monster manual and doing interesting combinations with them. So even though it only has 3 of the core classes, it's encounter design elevates its combat experience well over TOEE which despite having an excellent engine it sucks balls since said engine is never really used to even 10% of its potential.
I ended up preferring TOEE to KOTC because TOEE ends before 3.5 dnd caster supremacy starts to get really bad while the best KOTC party is simply some combination of clerics and mages, no fighters. KOTC absolutely has encounter issues though, specifically the interminable part of the game where you have to go to the regular giant area to fight the regular giants, the ice giant area to fight the ice giants, and the fire giant areas to fight the fire giants, where almost every enemy is just some flavor of giant who aren't even configured in any interesting ways. I found that part of the game more excruciating than anything in TOEE.
Seems to me like you got your ass kicked at KotC so you'd rather play the steamroller experience of ToEE. Low D&D is boring as fuck as well, but there's no accounting for taste I suppose. Boo hoo hoo... muh overpowered mages... boo hoo hoo...
That's an understatement. Let's make an inventory:
(1) PS:T had a brilliant narrative premise that hooks the player immediately. T:ToN has a shitty premise that tries to imitate the original one.
(2) The narrative premise in PS:T was tied to every single element of the game, from the art, and the itemization, to the NPCs and the exploration of the game world, which is a journey of self-discovery. The narrative premise of T:ToN is dissociated from the art, the itemization, the NPCs, and the exploration of the game world, which feels like a weird theme park with nothing interesting to do.
(3) PS:T’s premise works because it makes the player suspicious of the game world and uncertain about himself. It’s based on a sense of self-doubt and mystery. T:ToN’s premise is handed on a platter from day one, and is promoted like a hot dog in those terrible kickstarter trailers. The premise is ham-fisted on you from the beginning, because the developers were afraid that the console audience wouldn’t understand the narrative.
(4) PS:T feels so well defined because it was written by one talented individual, which also happens to had one year to write all the content. He also provided an ultra-detailed visual document of the game before development. T:ToN concept was made in a hurry to cash in on the kickstarter fad. They choose a shallow PnP system with an awful setting without knowing in what they were getting into. Key feautures of the game were thrown around on kickstarter to increase the pledges, etc.
(5) PS:T was developed by a team of passionate gamers working together. T:ToN was developed by a team of veterans of the industry meeting on skype, who also happens to have other priorities in their lives, and a bunch of pretentious writers that know nothing about game design, writing or PS:T.
(6) The setting, the NPCs, the quests, the art and even the soundtrack of PS:T are memorable and lively. The setting, the NPCs, the quests, the art and the soundtrack of T:ToN are either bland and forgetable, or annoying.
(7) PS:T gives you freedom to role-play. T:ToN arbitrarily restricts your choices due to political correctness.
(8) PS:T is a strong game with strong themes. T:ToN is a mediocre game that treats strong themes in a mediocre and constricted manner.
(9) PS:T had bad combat that ends fast. T:ToN has even worse combat that takes forever.
I could increase this list all day long. If you look at these differences impartially, there is nothing surprising about the difference in quality between the two games.
I agree with some of the points in the review but what I struggle to comprehend is how the reviewer could possibly hate this game so much when he liked Pillars of Eternity. Praising that generic, dull mess of a game and having the audacity to say that this game was poorly written and verbose? Wow.
No, the writing was far better than pretty much any other video game for whatever that's worth, only surpassed by PST. There were plenty of choices and consequences, alternative quest solutions, reactivity based on what you've done (NPCs will acknowledge who is standing right next them, respond differently based on quests you've done up to that point, the order and method in which you completed those quests and your dominant tides), there are tons of skill checks (admittedly partially ruined due to them all being impossible to fail) and some of the areas like The Bloom are very memorable and interesting to explore. The combat isn't very good and is very easy, but still better than PST's and the developers were admirable in their choice to have almost no filler combat; virtually every other developer would've had adjoining rooms to The Underbelly filled with rats to kill or other such nonsense merely to pad out the game. The fact it still manages to come to a playtime of 30+ hours despite their refusal to pad it out is actually very impressive, much less worthy of scorn.
The cuts are a shame and their defence of it, as it turns out, was nonsense. The remaining companions are not especially fleshed out which is what they said would be the case in exchange for cutting 3 companions. None of them come close to the likes of Morte and Dak'kon and they're all fairly ordinary humans which is a waste, although a few of them are still quite good. The skill and effort systems are interesting ideas but very poorly executed as the review points out - you've got 0 points (inability) in Lore: Machinery? Who cares? You will still never fail to pass those checks. Character advancement, then, means nothing. Visuals and audio are whatever, fine I guess, nothing special but not awful like some seem to suggest aside from the character models which are gross and maybe once they fix the fucking permanent buff sounds you'll actually be able to hear the music.
8/10
At this point, I am dying to know what happened during development. It sounds like a mixture of "too many cooks" in the writing department and/or no consistent coders. Alternatively, perhaps it was a mistake to choose Numenera as the setting. The more I read about Numenera, the more it sounds like "lol so random" the setting. In contrast, PST had weird elements too, but it was not beyond reason.
Did WotC deny use of the license to DND or something?
I have shit taste and I like regurgitating buzzwords I read on the internet.
At this point, I am dying to know what happened during development.
WotC have opened the D&D system for any use under the OGL 1.0 (open game license). What is forbidden is the use of a setting and characters from any D&D campaigns. But there is something that could allow to use the Dark Sun setting under certain context.Did WotC deny use of the license to DND or something?
Mostly just spamming out "Another 10/10 review from Console magazine!", from what I've seen. Although that has started dying down. And a mention of hiring the community manager.For those of you following twitter and all that shit, any semi-"official" reaction from InXile or its employees thus far?
1. ToEE had a very very tight implementation of 3.5. Good.
The encounters were fun. More so than any other game every made probably. In the face of that some abstract ideal of 'encounter design' matters not at all.The encounter design was shit.
Not much different than Pillars and again it doesn't matter because the combat is fun.diversity of enemies was shit. Bad.
Name a single cRPG where it wasn't. Writing good AI for enemies in a game is not easy and developers have a hard enough time without that.AI was shit. Bad.
Well one isn't an advantage so it doesn't matter.Number 2 and 3 negate the advantages of 1.
I specifically mentioned the "bugbear conga line", which unless you are really bad at english, you would understand that it references an encounter with a shit-ton of bugbears that takes forever to finish in TB because you have to wait for each one to move. It takes forever and it would even cause the game performance to drop on the machines of the time.
Knights of the Chalice despite having very low production values, also uses 3.5 and manages to create awesome encounters by drawing on the full monster manual and doing interesting combinations with them. So even though it only has 3 of the core classes, it's encounter design elevates its combat experience well over TOEE which despite having an excellent engine it sucks balls since said engine is never really used to even 10% of its potential.
Get it now, dimwit ?
Just saw this TTON review summary on GameBanshee... quite amusing seeing the scathing extract from the Codex amongst the 9.5/10s.
http://www.gamebanshee.com/news/118630-torment-tides-of-numenera-reviews-3.html
Deena Garriath • 20 hours ago
As a rule, the opinions of the RPG Codex are utterly worthless to people who aren't as obsessive-compulsive or nostalgia-blind as they are. They hate everything.
bolognaking • 6 hours ago
I love reading reviews on the Codex--it's practically its own form of entertainment lol. As far as the review goes, let's remember it's just the review of one member; many of the comments below it (on the Codex) disagree with the review and some even call it a 'bad/whiny review'.
I read the few that you posted, but I just cannot believe management let this slip. Surely, someone would have seen the cracks sooner? This project took years.At this point, I am dying to know what happened during development.
You just need to have a glance at those Glassdoor reviews to have a vague idea of the amount of shit that happens behind closed doors. If we knew everything, the toxic attitude of the Codex would feel more than justified.
Just saw this TTON review summary on GameBanshee... quite amusing seeing the scathing extract from the Codex amongst the 9.5/10s.
http://www.gamebanshee.com/news/118630-torment-tides-of-numenera-reviews-3.html
Jesus christ those commenters are cancer. Disrespecting the 'dex.Just saw this TTON review summary on GameBanshee... quite amusing seeing the scathing extract from the Codex amongst the 9.5/10s.
http://www.gamebanshee.com/news/118630-torment-tides-of-numenera-reviews-3.html
Deena Garriath • 20 hours ago
As a rule, the opinions of the RPG Codex are utterly worthless to people who aren't as obsessive-compulsive or nostalgia-blind as they are. They hate everything.
bolognaking • 6 hours ago
I love reading reviews on the Codex--it's practically its own form of entertainment lol. As far as the review goes, let's remember it's just the review of one member; many of the comments below it (on the Codex) disagree with the review and some even call it a 'bad/whiny review'.
I don't even.
This is fake news. I've trolled numerous people by posting things completely unrelated to what they were saying on multiple occasions. In fact, Lord of the Rings is a terrible series for numerous reasons, completely steamrolled by the vastly superior Bilbo trilogy.jewboy
1. Knights of the Chalice despite having very low production values, also uses 3.5 and manages to create awesome encounters by drawing on the full monster manual and doing interesting combinations with them. So even though it only has 3 of the core classes, it's encounter design elevates its combat experience well over TOEE which despite having an excellent engine it sucks balls since said engine is never really used to even 10% of its potential.
I ended up preferring TOEE to KOTC because TOEE ends before 3.5 dnd caster supremacy starts to get really bad while the best KOTC party is simply some combination of clerics and mages, no fighters. KOTC absolutely has encounter issues though, specifically the interminable part of the game where you have to go to the regular giant area to fight the regular giants, the ice giant area to fight the ice giants, and the fire giant areas to fight the fire giants, where almost every enemy is just some flavor of giant who aren't even configured in any interesting ways. I found that part of the game more excruciating than anything in TOEE.
Seems to me like you got your ass kicked at KotC so you'd rather play the steamroller experience of ToEE. Low D&D is boring as fuck as well, but there's no accounting for taste I suppose. Boo hoo hoo... muh overpowered mages... boo hoo hoo...
Me: this game is too easy because of DnD caster supremacy
You: "Sounds to me like you got your ass kicked."
Do you see how you need to do better in the future when you try to troll someone? It has to be related somehow to anything that person says. Anything at all.
As far as I know there weren't any gay bugbears in ToEE.Almost as much diversity as DAO .ToEE had plenty of diversity. There were earth temple bugbears, water temple bugbears, fire temple bugbears, air temple bugbears, greater temple bugbears, and neutral bugbears.
Can we apply the immortal materialist science of marxian dialectics to quantifiably prove that an Earth-temple bugbear is in fact equal in terms of general diversity to a bisexual elven ninja? I would even argue that the bisexual elf is less diverse, because bugbears suffer both rampant speciecism and ableism whenever they interact with the majority population and the culturally normative.As far as I know there weren't any gay bugbears in ToEE.Almost as much diversity as DAO .ToEE had plenty of diversity. There were earth temple bugbears, water temple bugbears, fire temple bugbears, air temple bugbears, greater temple bugbears, and neutral bugbears.
Cis-Elvens aren't diverse enough. A better comparison would be a bisexual (((Half-Elf))).Can we apply the immortal materialist science of marxian dialectics to quantifiably prove that an Earth-temple bugbear is in fact equal in terms of general diversity to a bisexual elven ninja? I would even argue that the bisexual elf is less diverse, because bugbears suffer both rampant speciecism and ableism whenever they interact with the majority population and the culturally normative.As far as I know there weren't any gay bugbears in ToEE.Almost as much diversity as DAO .ToEE had plenty of diversity. There were earth temple bugbears, water temple bugbears, fire temple bugbears, air temple bugbears, greater temple bugbears, and neutral bugbears.