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despite having a male name, it's not a living being.
also coombrains apparently immediately though having aspects of both male and female = intersex, I interpreted it as more of a divine aspect
No, SureAI effectively lost this IP, which is the most funny caveat. AFAIK it's one of the former devs, not affiliated right now neither with SureAI nor Lietzau (novels' writer), who staked the claim, and because of how German copyright law works its now his. Hilarious.
What you've read. They lost Vyn IP to one of the former devs who filed a claim, and because of how German IP law works he got it (other devs, current SureAI included, weren't even notified about the proceedings).
Unless said former dev - now owner of this IP - sells it further to same gamedev company this franchise is dead. I suspect he plans to do so at some point.
Agreed, but not because its a blatant rip-off of Mass Effect 3 but because the whole twist hinges on the idea that you the player got played by the higher ones but then you are at no point in the game given any chance to even attempt not getting played. Not even once are you given the chance to say "wait a minute maybe we should...". At no point are you allowed to take any action against Sharim or Natara even though the second one could not be signaling its betrayal harder if she was named Tra' Itor. Its the same problem as with Spec Ops the line tying your hands behind your back and then criticizing you for not waving back.
On top of that Starlink city and the Black guardian alone create so many fucking plotholes and inconsistencies by virtue of their very existence that it makes the pseudo sophistry about human nature(which automatically turns any story to shit) almost unbearable. Its a bad ending, very bad in fact and pretty much the only thing about the game that I would describe as in need of a redo.
-Extremely well written story, it's dark and not afraid to not answer every question
-Quest may be simple mechanically, but good writing makes up for that flaw
-Liked how most of the quests have something to do with either worldbuilding or the main story
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Endings are exceptionally well made, there is much to think about when pondering which choice is the right one
-Proper exploration, with some areas being amazing at what they set out to do. Even thinking about the Undercity makes me feel dirty.
-Improvements to all mechanics
-Truly amazing soundtrack
-Many voice actors are better than in most AAA games. I especially liked Aranther and Jasper VA
- It's mega funny how Skyrim dialogue UI does not support having more than a few dialogue options and devs nedded to ad a hack that allows for new choices. When you click on "more" hack you literally can feel the engine coughing and struggling
-BARDS! There are few of them each making reinterpretation of the same songs.
- I have feeling that improving skills does not provide much benefit to the player: two weapons having similar base damage, but vastlydifferent skill levels do similar damage
- Skyrim combat is the worst aspect of the game, really bringing it down. And this is why I said I will most likely never play the game again.
- Some of the loot is level scaled.
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I guessed very early that the beacon was a doomsday device and I was suspecting the Emissaries were victims of Red Madness (pretty close to the truth). But I was not allowed to question the beacon even after learning that is fueled by evil stones. I also disliked how you are not allowed to be suspicious towards Yusum. He was such an obvious candidate for murderer that for the moment I though he was a red herring.
- I feel that in some late game/ border areas exploration gets worse
-There is a little too many objectives, like find the hidden level in the room
This is amazing totally free game and miles ahead of mainstream open world rpgs.Dont let low IQ decline bringers like rusty LARIANTROLL tell you otherwise.
This is amazing totally free game and miles ahead of mainstream open world rpgs.Dont let low IQ decline bringers like rusty LARIANTROLL tell you otherwise.
Agreed but no because its a blatant rip-off of Mass Effect 3 but because the whole twist hinges on the idea that you the player got played by the higher ones but then you are at no point in the game given any chance to even attempt not getting played. Not even once are you given the chance to say "wait a minute maybe we should...". At no point are you allowed to take any action against Sharim or Natara even though the second one could not be signaling its betrayal harder if she was named Tra' Itor. Its the same problem as with Spec Ops the line tying your hands behind and your back and then criticizing you for not waving back.
On top of that Starlink city and the Black guardian alone create so many fucking plotholes and inconsistencies by virtue of their very existence that it makes the pseudo sophistry about human nature(which automatically turns any story to shit) almost unbearable. Its a bad ending, very bad in fact and pretty much the only thing about the game that I would describe as in need of a redo.
This. Also, the game is at odds with its own concepts. How can it be that everyone is acting exactly the same way, down to using the same words, as the civilizations before them, and yet there is supposed to be a "sea of eventualities". What if Arantheal or the Prophet died in any of those? What if anyone had even an ounce of common sense in one of those? Also, what is the motivation of the hooded woman? If she wanted to stop the Cleansing, she should have just let the Prophet die. If she wanted the Cleansing to happen, why save the Prophet at the end?
The main plot was half-baked at best. You're repeatedly told that there's "something different" about this cycle (I guess they're referring to how the concept of fate was abolished in Nehrim?), but the only deviation that CAN possibly happen is near the end IF you decide to risk your own life to save the other continents, and even then there's very little chance that a second attempt at destroying the High Ones would succeed when the artefacts needed were destroyed by the traitor during your own endeavors.
This. Also, the game is at odds with its own concepts. How can it be that everyone is acting exactly the same way, down to using the same words, as the civilizations before them, and yet there is supposed to be a "sea of eventualities". What if Arantheal or the Prophet died in any of those? What if anyone had even an ounce of common sense in one of those? Also, what is the motivation of the hooded woman? If she wanted to stop the Cleansing, she should have just let the Prophet die. If she wanted the Cleansing to happen, why save the Prophet at the end?
Well ultimately its a community mod so some level of incoherence is a given, so you kind of have to cut them some slack. Macro concepts like eventualities or certain characters are often just... well cool ideas that get used/name dropped because its cool and not much else. A very real possibility is also that they are left overs from one modder who left midway through and another guy just sort of jerry-rigged them into his own narrative.
So really for all intends and purposes behind a lot of the plot holes could be that they are content done by other modders the team was not willing to retool or cut once they had them working. That said while I am willing to excuse some side quests not exactly meshing well with the rest of the story I am not willing to let slide the game essentially shitting on the player for making a mistake they had no way of avoiding. Doubly so when the mod itself is not even hiding that what you are doing is a mistake, sets up things that look like ways to avoid said mistake and then just never lets you take them.
That is the kind of "FUCK YOU" that goes simply a step too far for me, mod or no mod.
To be perfectly honest that could very well be a intentional misdirect. The cycle is going as planned but the High Ones simply try to gaslight you into believing that its not to stop you from digging too deep and potentially stopping them. But considering how everything else is handled that is perhaps a bit too charitable of an interpretation on my end.
How could you even come to that conclusion?
The ending is almost the opposite of Mass Effect. In ME3, the ending really makes almost all previous choices irrelevant as everything except Earth gets annihilated anyway.
All those planets visited / saved, the choices made on them? Doesn't matter one inch, all gone now and nobody will ever see em again.
In Enderal, on the other hand....
Your choice at the end actually makes sure that (almost) everything you achieved DOES matter, as there's still a world around for all the consequences of your actions to matter in.
Unless of course you pick the other ending and everything just dies
But it can be safely assumed that's not canon.
What you do is the equivalent of stopping the Reapers before they destroy most of the galaxy.
Hey sorry for the very late reply, my disappointment for the ending is that no matter what the continent of enderal is goners. you spent dozens of hours exploring/solving quests and for what? at least in mass effect 3 you can save earth/the galaxy depending on choices/war assets.
At least give me a choice of allowing to save via evacuation/magical barrier/whatever some of the population.
How could you even come to that conclusion?
The ending is almost the opposite of Mass Effect. In ME3, the ending really makes almost all previous choices irrelevant as everything except Earth gets annihilated anyway.
All those planets visited / saved, the choices made on them? Doesn't matter one inch, all gone now and nobody will ever see em again.
In Enderal, on the other hand....
Your choice at the end actually makes sure that (almost) everything you achieved DOES matter, as there's still a world around for all the consequences of your actions to matter in.
Unless of course you pick the other ending and everything just dies
But it can be safely assumed that's not canon.
What you do is the equivalent of stopping the Reapers before they destroy most of the galaxy.
Hey sorry for the very late reply, my disappointment for the ending is that no matter what the continent of enderal is goners. you spent dozens of hours exploring/solving quests and for what? at least in mass effect 3 you can save earth/the galaxy depending on choices/war assets.
At least give me a choice of allowing to save via evacuation/magical barrier/whatever some of the population.
Again, you DO save the realm, or at the very least, you give it more time to figure something out.
You kind of postpone the "big bad thing".
It would now be up to those you saved to deal with the rest.
Maybe you went with another ending?
My assumption would have been that maybe in the third installment, that might be the one to conclude the story arc.
Alas, that will never happen with the team in the wind and the few devs that remain working on a completely unrelated (and maybe a bit too indie) game.
im pretty sure that in all endings, Enderal where you pass your playtime is destroyed. what is saved in some endings is the rest of the world (Nehrim etc).
Enderal is SureAI's equivalent to Mass Effect 2. The main story is tedious and doesn't even go anywhere. In fact, it's even worse in Enderal's case because all you really accomplish in the end is partially stop an apocalyptic event that you initiated in the first place. The game is entirely carried by the side adventures you go on along the way. The Rhalata, it's leader and the temple they were after were far more interesting than the High Ones and the legion of militant fedora tippers.
m pretty sure that in all endings, Enderal where you pass your playtime is destroyed. what is saved in some endings is the rest of the world (Nehrim etc).
Not, even that really because you have to gamble at your companion convincing the rest of the world to deal(or rather not deal) with the high ones. Its a dice roll that you are likely to lose.
Enderal is SureAI's equivalent to Mass Effect 2. The main story is tedious and doesn't even go anywhere. In fact, it's even worse in Enderal's case because all you really accomplish in the end is partially stop an apocalyptic event that you initiated in the first place. The game is entirely carried by the side adventures you go on along the way.
Mass Effect 2 at least had the decency to not have its twist essentially boil down to "muhehe we tricked your dumb ass" without ever giving the player the chance to not get tricked. There are so many points in both the main quest and the side quests that seem to have been made with the intention of giving the player hints or ways to avoid the trap the high ones are setting up but then they just choose to not follow up on it.
Rhalata genuinely feel like the original main quest that was simply relegated to a side quest. As they are in the game they are essentially a weird plothole that makes little to no sense. They should be the most relevant faction in the game considering their focus and expertise in transcending the physical but instead they barely seem to notice the high ones causing havoc in the world. I do not even think you can tell them or even attempt to involve them in the main quest line and the whole temple ascension temple existing and the black libra alone clash so violently with the main quest its not even funny.
The game itself is still Skyrim meaning that at its core is a very poor RPG: the barebones skill system, the basic combat, the monosyllabic protagonist, the lack of any real CnC and so on.
It is however propped up by good writing, great music and an interesting handcrafted world. Does it play like Skyrim though? Well, kind of. Mechanically it's the same but what SureAI did, and quite a brilliantly so, is it redesigned all of it by recognizing the only thing that Skyrim can do well and then hammering at that incessantly: exploration. They have tied all character progression into it by making money hard to come by (I had 80+ Rhetoric and still never enough pennies to train properly), merchants poorly stocked and then filling the map with useful goodies: from pennies and materials to item sets, recipes, collectibles, lore tidbits and hidden quests. All gated by the new leveling system which defines static level npc map zones (with some surprizes sprinkled here and there). Then end result is a real feeling of progression. With dangerous traps, bits of parkour and some interactive objects like puddles of oil there's even glimpses of design progression.
Then there's Ark, which deserves a mention by itself. What an amazing city! Visually absolutely stunning and with a layout coherence surpassed only by KCD.
By this point in my playthrough I've done most of the side quests and I feel like I am going to stop playing since the main story is overdone. But I definitely reccommend having a go at this, great mod!