DE as a game seems fine enough. What bothers me is that they are marketing it as an RPG, even though it lacks combat.
The game has combat.
Go to the website:
http://zaumstudio.com
The very first thing listed under features is:
SET-PIECE COMBAT
Set-piece combat sequences you can avoid or dive into at your peril.
From the FAQ (
http://zaumstudio.com/devblog/page/15/):
NO TRUCE WITH THE FURIES has violent confrontations at set-piece moments. These are handled within the dialogue system. You can call it heavily scripted turn based combat, if you want to.
There is no real time with pause or traditional turn based combat in the game. We still have hit rolls. We have armour, lives, weapons etc. And you can die. But the action sequences are literature heavy showdowns. You can also lose these showdowns (given that you didn’t die) and the game registers it. You’re free to limp out of there and try a different approach.
It's turn-based combat mediated via the dialogue UI rather than a separate combat UI. What's the problem here? You'll get a list of tactical options like in zillions of other RPGs, you'll choose, there will some RNG magic, the other guy does his thing, and so on until the fight ends. Imagine if Fallout's combat had been conducted through the little text box where it described the outcome of each hit--DE just plans to be a lot more descriptive.
Let's see, turn-based system, outcomes determined by character skill and RNG; how is this not RPG combat?
Sure, there will be no random encounters. Everything will be hand placed. Is that supposed to be a bad thing?
Is the objection to the user interface or to the fact that you have no cookie-cutter encounters and every possible move is scripted (although for all I know they'll reuse these lines, like the Fallout text box)? To me, the latter just says they've spent a lot of time writing to provide an insane level of reactivity both within combat, and everywhere else.