Clockwork Knight
Arcane
Dis nigga real?Gorgeous art/graphic if you like to watch
NPCs might be animatronic-like polygon messes straight from a Playstation 1 game but the rest of the game is quite good visually.
Dis nigga real?Gorgeous art/graphic if you like to watch
For its time, Morrowind has gorgeous eyecandy. First of the type,e ven. Even now people are still play it for graphic, albeit in mods. And yeah, NPCs are bunch of cardboard, but that's what nude/graphic mods are for.Dis nigga real?Gorgeous art/graphic if you like to watch
Very fun gameplay
There's a patch to fix the janky keyboard and mouse controls. http://steamcommunity.com/app/211420/discussions/0/864979455329386779/Forgot to mention it requires you to buy a controller to play.I'm doing some as well:
Dark Souls is a marvel of its time, a game that reminds us that we shouldn’t be satisfied with well-produced mediocrity and “good-for-what-it-is” games. It’s challenging, mature, deep, polished, and above all, a game that respects its players. There’s no hand-holding here, you’ll learn the ropes by playing, and the game will test you at every step, frequently killing you. The challenges are finely tuned, appearing almost impossible at first, but are in fact perfectly fair and doable, and a source of great satisfaction once beaten. The fantastic combat takes the center piece here, being easily the best you’ll find in any Action-RPG. It requires tactic, demands attention and rewards patience like no other; all while providing you a vast array of weapons and armors to equip, and diverse enemies to test them, through expertly designed levels. Another high point, the melancholic story is masterfully told through subtle details in the scenery, hints in the items descriptions and concise, well-written lines from a cast of memorable NPCs, never relying in long expositions or lazy “Lore Books” by wannabe-writers. From Software raised the bar with Dark Souls; it’s not the best game ever, but it’s one that excels in absolutely everything that it does.
Character Development
Characters earn experience points by defeating enemies or by solving certain puzzles. When a character has sufficient experience points they will advance in level, increasing their maximum life and spell points. They will also receive training points which can be expended at a trainer to permanently increase one or more of their skills.
Navigation
Albion uses a hybrid 2D/3D graphical system to depict its environments. Most interior locations are shown using a 2D overhead view, centered on the player's party. Movement is possible using either the keyboard or the mouse, and the mouse is used to examine or manipulate objects within the reach of the party leader. A similar view is used when exploring the larger world outside the cities, but with objects and characters shown on a much smaller scale. Upon entering most dungeons, caves, and the exteriors of larger cities the game switches to a real-time first-person 3D view. As in the 2D view, players may use the mouse or keyboard to move around and the mouse is used to select objects to interact with. A 2D automap is available to assist navigation in these areas.
Combat
In both 2D and 3D areas, groups of enemies may be present. These groups are visible to the player and move in real time. Combat occurs when the party encounters one of these groups. Therefore combat can sometimes be avoided by slipping past or outrunning enemies. The combat system in Albion is turn-based and takes place on a five-by-six grid similar to a chess board, with the player's characters arranged at the bottom and their enemies at the top. At the start of each turn, the player selects an action for each character to perform: Attack, Move, Use magic, Use Item, or Flee. The order in which party members and enemies execute their actions depends on their relative speeds and is an important tactical consideration. Since attacks are targeted at a grid square rather than the character or enemy in it, attacks will miss if their intended target moves before they are made, even if that target is still within reach. The movement of the player's characters is limited to the bottom two rows, but there is also an 'Advance Party' option which moves all enemies one row towards the party.
Conversations
Conversations in Albion are handled in two ways: Set Topics and Keywords. The Topics usually signify something you can specifically ask that person, for example the leader of a tribe about an object that only he knows about, or a shopkeeper to show you his or her wares. Keywords are more dynamic and may yield different results to different people. Besides being able to type them freely, you learn keywords for a particular town by speaking to people about common topics, and gradually you will learn all there is to know in the game just by speaking to people. For example, you can learn some of the native language and culture, some superfluous knowledge about who likes whom, and what kind of drink is preferable.
Character Development
Characters earn experience points by defeating enemies or by solving certain puzzles. When a character has sufficient experience points they will advance in level, increasing their maximum life and spell points. They will also receive training points which can be expended at a trainer to permanently increase one or more of their skills.
Navigation
Albion uses a hybrid 2D/3D graphical system to depict its environments. Most interior locations are shown using a 2D overhead view, centered on the player's party. Movement is possible using either the keyboard or the mouse, and the mouse is used to examine or manipulate objects within the reach of the party leader. A similar view is used when exploring the larger world outside the cities, but with objects and characters shown on a much smaller scale. Upon entering most dungeons, caves, and the exteriors of larger cities the game switches to a real-time first-person 3D view. As in the 2D view, players may use the mouse or keyboard to move around and the mouse is used to select objects to interact with. A 2D automap is available to assist navigation in these areas.
Combat
In both 2D and 3D areas, groups of enemies may be present. These groups are visible to the player and move in real time. Combat occurs when the party encounters one of these groups. Therefore combat can sometimes be avoided by slipping past or outrunning enemies. The combat system in Albion is turn-based and takes place on a five-by-six grid similar to a chess board, with the player's characters arranged at the bottom and their enemies at the top. At the start of each turn, the player selects an action for each character to perform: Attack, Move, Use magic, Use Item, or Flee. The order in which party members and enemies execute their actions depends on their relative speeds and is an important tactical consideration. Since attacks are targeted at a grid square rather than the character or enemy in it, attacks will miss if their intended target moves before they are made, even if that target is still within reach. The movement of the player's characters is limited to the bottom two rows, but there is also an 'Advance Party' option which moves all enemies one row towards the party.
Conversations
Conversations in Albion are handled in two ways: Set Topics and Keywords. The Topics usually signify something you can specifically ask that person, for example the leader of a tribe about an object that only he knows about, or a shopkeeper to show you his or her wares. Keywords are more dynamic and may yield different results to different people. Besides being able to type them freely, you learn keywords for a particular town by speaking to people about common topics, and gradually you will learn all there is to know in the game just by speaking to people. For example, you can learn some of the native language and culture, some superfluous knowledge about who likes whom, and what kind of drink is preferable.
Might & Magic VI
The sixth entry into the Might & Magic series is a very rare example of a game greatly changing the fundamentals of its predecessors and not mucking it up. I don't want to call it The Godfather II of games, because that would be some hackeneyed nonsense, but I'm not totally above derivatives so I'll go with it being kinda like Aliens. It's hard to imagine a series changing so much and yet maintaining quality like M&MVI did. It'd be like if Knights of the Chalice got an RTS sequel set in a desert or something and we were all like, Wow, what a great game that so magnificently broke new ground while maintaining the godwater that gave its source material root in our arboreal - nay - celestial worlds. Ah. Ahhhhh...
You see, the easiest and most obvious route for VI's development would have been to transition to 3D graphics, but keep the turn-based grid movement. Maybe implement a bit more whizbang graphics and cool dude animations with complementary 90s sound effects. Instead, we got a fully navigable world with big cities (relatively speaking) and tons of differing locales with a variety of enemies filling them up. The developers didn't just go all-aboard the 3D gravy train,
Sure, the combat at times transitioned into Galaga type shit with the party peppering literal hordes of enemies with arrows. Sure, it made little sense that every tiny Hobbit-town and village-by-the-meadow had murderous armies of cannibals literally right around the hilltops. Sure, the collection of RenFaire castaways that constituted the faces of your party were a joke. Sure, they all had to be human... Okay, the M&M games have always been a bit derp, but the games - and M&MVI particularly - somehow make up for it with their almost chewable charm. You walk bizarre fantasy lands with dings and bings and goddammit the gameplay is oddly addicting. I don't even know how to explain it. It's a walkabout a la the Elder Scrolls series, but it's filled to the brim with filler combat and your characters have zero personality except their silly and unshapely paper dolls, but who cares because what's in this dungeon? What's next? That's what the game is all about. Adventure. Going wherever you dare, no matter what monsters you're told to beware. This game is either inexplicably good or I'm just too washed out to handle a review. But this ain't a review - it's a secret advertisement! Of Orcs and Men deserved a place on the top 50! How could you Codex?! How could you not see how -
M&MX is easily in the top 50, by the way.
Further details here:
Wikipedia - Albion
Further details here:
Wikipedia - Albion
The point of these reviews originally was to write a (single!) paragraph describing why the game is good - more as a brief recommendation to people who haven't played that particular game, telling them why it's worth playing. I think that's what Lhynn meant.
Played 48/50
Finished 28/50
How do you compare? Come on, this is fun.
Minttunator, I want to post 2-3 reviews of the Top 50 games, and at least 1 for the 22 runner-ups, so there is a point.
This means that Crooked Bee can write about Dark Heart of Uukrul and Wizardry 4, and JarlFrank about Heroine's Quest... lar_q and ForkTong can do Divine Divinity and Divinity II as well.
Minttunator, I want to post 2-3 reviews of the Top 50 games, and at least 1 for the 22 runner-ups, so there is a point.
This means that Crooked Bee can write about Dark Heart of Uukrul and Wizardry 4, and JarlFrank about Heroine's Quest... lar_q and ForkTong can do Divine Divinity and Divinity II as well.
Let me contribute to the Albion review overflow to ease my conscience /---/
I think it was better this year, but I am not totally satisfied, because it was rather annoying to distribute the 25 points. I think it would be better to just ask everyone to choose their top ten or so favorite RPGs and a.) either give them all one point each or b.) go with a Formula One style system, i.e. distibute points according to the place that a codexer gives the game or c.) something else.Maybe a better way to rank games would be a tier system? Everybody choses their top 10, top 20, top 30 etc. Based on which tenth the game falls, it will be granted more points, like 5 for being in first 10, 3 for being in a second 10, 2 for being in a third 10, 1 for being in a fourth 10. Also only votes counts, when voter is able to submit at least 30 entries, so it will eliminate anybody who is not enough experienced to give an informed opinion. Also all voter would be granted 5 slots for honorable mentions, for games they think does not belong in any top, but for some reasons are worth checking.