PorkyThePaladin
Arcane
- Joined
- Dec 17, 2013
- Messages
- 5,392
So I played this game years back, I think around 2011, got a bit into the temple itself, but the game kinda bored me. Tried again now, almost cleared the first level of the Temple, and a bit of the 2nd, and I am finding myself liking the game much more than I thought I would, at least so far.
I think one of the issues is the super slow start, and probably the worst starting town in the history of the genre. Hommel is so retardedly huge and pointless and monotonous, with you running back and forth between the houses that all look the same, doing some stupid fetch and Dr Phil type quests that it probably drives most people off. Nulb is not any better, but once you get to the meaty combat maps (Moathouse and the temple itself), the gameplay suddenly becomes a LOT more interesting.
The combat is fun, both because the underlying system is good, but also the encounters are fun. The enemies are constantly changing, so you avoid the fatigue common to many RPGs where you run through waves of the same shit over and over. And the enemies strike a good balance so far between being tough and challenging but not hairpullingly so with stupidly inflated stats (looking at you Poncefinder: Cuckmaker ™ - Label property of @Lillura).
But even more than that, combat heavy dungeon crawlers often suffer from boredom and monotony, as you trudge through linear corridors, doing the same thing. ToEE seems to avoid this by both having very open and non-linear dungeons, where there are always 20 directions you can go in, with little hidden nooks and crannies and stuff to find, and also by placing various NPCs with stories and quests and other non-combat stuff throughout, which makes it seem more like a regular RPG than a dungeon crawler. It also makes the whole temple seem more real and interesting than your typical loot collector dungeon, reminiscent of the dungeon in Ultima Underworld.
I am very early in, so this might change later, but so far, having fun!
I think one of the issues is the super slow start, and probably the worst starting town in the history of the genre. Hommel is so retardedly huge and pointless and monotonous, with you running back and forth between the houses that all look the same, doing some stupid fetch and Dr Phil type quests that it probably drives most people off. Nulb is not any better, but once you get to the meaty combat maps (Moathouse and the temple itself), the gameplay suddenly becomes a LOT more interesting.
The combat is fun, both because the underlying system is good, but also the encounters are fun. The enemies are constantly changing, so you avoid the fatigue common to many RPGs where you run through waves of the same shit over and over. And the enemies strike a good balance so far between being tough and challenging but not hairpullingly so with stupidly inflated stats (looking at you Poncefinder: Cuckmaker ™ - Label property of @Lillura).
But even more than that, combat heavy dungeon crawlers often suffer from boredom and monotony, as you trudge through linear corridors, doing the same thing. ToEE seems to avoid this by both having very open and non-linear dungeons, where there are always 20 directions you can go in, with little hidden nooks and crannies and stuff to find, and also by placing various NPCs with stories and quests and other non-combat stuff throughout, which makes it seem more like a regular RPG than a dungeon crawler. It also makes the whole temple seem more real and interesting than your typical loot collector dungeon, reminiscent of the dungeon in Ultima Underworld.
I am very early in, so this might change later, but so far, having fun!