Legend of Grimrock still looks waaaay better - not only LoG2, but even LoG1, an indie game from 2012. Hell, that Quimera looks worse than Might & Magic X's re-used assets.Can you make a comparison in graphics between this and a AA game you think does a better job?
Legend of Grimrock still looks waaaay better - not only LoG2, but even LoG1, an indie game from 2012. Hell, that Quimera looks worse than Might & Magic X's re-used assets.Can you make a comparison in graphics between this and a AA game you think does a better job?
But who cares, let's talk about what really matter: gameplay!
Of which there is none. It's been 16 months since the Kickstarter and we're still getting tech demos.![]()
edit: I just hope the dungeon maps are something near a wizardry level of complex.
“How much experience does the Bard's Tale 4 dev team have with puzzle and dungeon design? Do you have someone on the team who's an expert on making secret rooms and hidden switches for a first person game?” (Bubbles)
Brother None mentioned that the BT4 team was based on the core team of WL2, and that the work was once again a team effort. They did not have any puzzle experts on the project. They were talking to people from a PnP background for a fresh perspective, and were also thinking about bringing in design specialists. Finally, BN mentioned “Joby Bednar” as a team member who wasn't very well known, but who was “good at puzzle design.”
“If Bard's Tale 4 wants to appeal to a Codex audience, you will have to convince us that it will be a better blobber than Grimoire. How are you planning on doing that? Is the team playing Grimoire to see what the competition is doing?” (Bubbles)
Brother None seemed slightly surprised by the question. “I've played the demo, but I'm not sure if anybody else on the team did.” He did not consider the two games to be in competition at all; Bard's Tale 4 was only taking the old blobbers as a "template", much like the relationship between Wasteland 2 and Wasteland 1. Meanwhile, Grimoire seemed to be a continuation of the Wizardry games, which was “a different thing.” He did, however, mention that he liked what he'd played of Grimoire so far.
Bard's Tale didn't have mindblowing graphics either (though it was good for its time). However, it had immense battles with 30 Freeboters (10'), 20 Razzle-Dazzles (10'), 10 Man Manglers (20') and 5 Earth Magicians (40'), and complicated mapping puzzles. None, absolutely none of that is in evidence.
He did not consider the two games to be in competition at all; Bard's Tale 4 was only taking the old blobbers as a "template", much like the relationship between Wasteland 2 and Wasteland 1. Meanwhile, Grimoire seemed to be a continuation of the Wizardry games, which was “a different thing.”
edit: I just hope the dungeon maps are something near a wizardry level of complex.
We asked about that last year!
Hey there are good assets in Boy and his Kite, and i intend to use them also. But for other plants you can invest some 20 dollars per month and make yourself some. And for some 340 dollars you have enough plants from the marketplace for several games. So this could mean that inXile is not even dedicated to pay 200 -340 dollars in a year for nice plants.All nature assets ripped from Boy and his Kite. Temporal AA. Thank god I got a refund in time. This is not what I was hoping for when I backed. I was expecting much more professional things of them.
Even the WL3 Figstarter is going to launch with a gameplay trailer. Makes you wonder if there are any difficulities with BT4's design process right now.
The artists' workflow is the same whether you're making Witcher 3 or BT4. Witcher 3 simply has more stuff - a shitload of cutscenes with mocapIsn't BT4 still a long way off? This is just a tech demo/teaser, which looks really good to me by the way.
Also, why are you comparing Witcher 3 to BT4? The amount of resources is not close to being comparable.
Bard's Tale didn't have mindblowing graphics either