Tacgnol
Shitlord
- Joined
- Oct 12, 2010
- Messages
- 1,871,883
They did also run a post-Kickstarter funding drive to expand the Bloom though.
Really needs to be a smilie.
They did also run a post-Kickstarter funding drive to expand the Bloom though.
This isn't a review of the game, it's a review of the kickstarter campaign :\
I don't remember if Prime Junta had it as a complaint in the Tyranny review, but if he didn't complain about non-combat skills in the Tyranny review, he has no right to complain here.
Support skills like Subterfuge (lockpicking and sneaking) and Athletics will quickly become trivial as they will overshoot all the thresholds in the game: past Act 1, I didn’t encounter a single skill-thresholded check I couldn’t pass. The only skill to which I did pay attention was Lore, and that only when intentionally focusing on the spell system. The best that can be said of it is that it does function as a leveling-up mechanism, and there aren’t that many obvious ways to abuse it. It does not do much to promote creative character-building, reward specialisation, or encourage looking for alternative solutions to challenges.
Crispy do you have access to the content forum? 'Cuz those are good catches and I would have appreciated somebody pointing them out pre-publication.
Who edited this piece of shit review, anyway?
Who edited this piece of shit review, anyway?
The editorial staff is like 100% ESL man.
Who edited this piece of shit review, anyway?
The editorial staff is like 100% ESL man.
ButHowever, I'm done here.Don'tI don't want to spam up the News forum too much. There's already enough spam in it as it is. Your"review","review," for example.
Bullshit. Games are fluffy shit for commuters. Shit C&C, no strategy since you can just hire what you ain't got. Can't remember a single thing from the whole series apart from the dwarf coroner in the first game.
I understand where you're coming from. But, while catered for commuters, it was good as any CRPG could've been with such restrictive hardware.
Yet, it's still more consistent and engaging, than a game made with the PoE engine - over four years...
Shameful.
I might write something if I ever manage to get more than 2 hours of playtime. It would be interesting to analyze what they did, where they succeeded and where they failed, mainly because inXile attempted to do something different and deviate from the formula.FWIW, I agree that this isn't our usual sort of review. If you can find somebody to write a more traditional one (and maybe neutral-negative rather than fully negative), we'd be happy to publish it.
I once thought that Vault Dweller would be a good idea, but I don't know if he has that kind of time these days.
I might write something if I ever manage to get more than 2 hours of playtime. It would be interesting to analyze what they did, where they succeeded and where they failed, mainly because inXile attempted to do something different and deviate from the formula.FWIW, I agree that this isn't our usual sort of review. If you can find somebody to write a more traditional one (and maybe neutral-negative rather than fully negative), we'd be happy to publish it.
I once thought that Vault Dweller would be a good idea, but I don't know if he has that kind of time these days.
Btw, does anyone know why they decided to keep combat to a minimum? It seems a very odd decision, considering they had WL2's combat system.
This review reads like a HRC speech.
I might write something if I ever manage to get more than 2 hours of playtime. It would be interesting to analyze what they did, where they succeeded and where they failed, mainly because inXile attempted to do something different and deviate from the formula.FWIW, I agree that this isn't our usual sort of review. If you can find somebody to write a more traditional one (and maybe neutral-negative rather than fully negative), we'd be happy to publish it.
I once thought that Vault Dweller would be a good idea, but I don't know if he has that kind of time these days.
Btw, does anyone know why they decided to keep combat to a minimum? It seems a very odd decision, considering they had WL2's combat system.
I might write something if I ever manage to get more than 2 hours of playtime. It would be interesting to analyze what they did, where they succeeded and where they failed, mainly because inXile attempted to do something different and deviate from the formula.FWIW, I agree that this isn't our usual sort of review. If you can find somebody to write a more traditional one (and maybe neutral-negative rather than fully negative), we'd be happy to publish it.
I once thought that Vault Dweller would be a good idea, but I don't know if he has that kind of time these days.
Btw, does anyone know why they decided to keep combat to a minimum? It seems a very odd decision, considering they had WL2's combat system.