Wayward Son
Fails to keep valuable team members alive
You.Who is prosper?
Edit: From what I gather, he was an overly ambitious modder/dev who constantly gave up.
You.Who is prosper?
You.Who is prosper?
Edit: From what I gather, he was an overly ambitious modder/dev who constantly gave up.
Ultimas sometimes will tell you something early on (in Brittania for example) that won't be useful until later. Don't know about patently false information though.Pool of Radiance is a good example of this, but I'm having trouble thinking of other great ones at the moment. Anyone?
Good post.Encounters where the enemy is either annoyingly difficult to kill, or requires you to figure something out beyond "swing your sword/cast a fireball until it ded".
If an RPG is not making me want to smash my computer screen or rethink what I'm doing then it is doing something wrong.
Castlevania 2 takes misdirection to an extreme, and I suppose it qualifies as an ARPG (there's levels, even though you wouldn't notice unless you pay close attention to the select screen).Pool of Radiance is a good example of this, but I'm having trouble thinking of other great ones at the moment. Anyone?
Another example is RoA2 ... RoA3.
anvi I think that you're talking about the Yxunomei fight in IWD? That was a bitch and I never actually got through it, took a break and then the laptop I was playing it on broke. Oh well, gives me a excuse to make a better party.
Yeah that sounds like it. I wanna play though them all again sometime.The guy generating the undead is from the Lich found at Dorn's Deep, you have to destroy a gem holding his power, or he will keep respawning.
RPGs (and games as a whole) are missing not only global timers - "Help me said:There was one quest in Witcher 3 where you come upon some bandits trying to burn an elf's house down. I was underleveled at the time and decided to come back. Later on, I returned to a burnt out shell of a house.
utlGood post.Encounters where the enemy is either annoyingly difficult to kill, or requires you to figure something out beyond "swing your sword/cast a fireball until it ded".
If an RPG is not making me want to smash my computer screen or rethink what I'm doing then it is doing something wrong.
I remember a fight (I think in BG2 or IWD) and you go into a dungeon and start whooping undead evil baddies, and then more come and you are low on health and spells. And then more come again.. and then more.. And then you die. The only way to win is to run through all the undead, and there is a summoner guy at the back creating them, and you have to gank him first. It is only a simple idea but stuff like that is really memorable to me, and all the tank n spank shit in modern games is not.
Ultimas sometimes will tell you something early on (in Brittania for example) that won't be useful until later. Don't know about patently false information though.Pool of Radiance is a good example of this, but I'm having trouble thinking of other great ones at the moment. Anyone?
Yeah, about the journal, it's the best journal in any RPG I know. Not only because you get different writings if you go a different route (or if you're dumb as a door nail) but also because it has different sections like gossip or local news that contain not so obvious hints to the quests we have or to possible quests or are just interesting. In general Arcanum is an underappreciated gem, a game ahead of its time, e.g. in here companions have a mind of their own and do not follow our orders blindly but have their own agenda and might even go against us at some point. Iron Tower's Colony Ship Game should have this in too so that's a big plus already.Quest journal with different routes leaving different writings, ala Planescape Torment and Arcanum. It created and can reinforced certain point of view without making it blatantly obvious. (...)
I think Star Citizen has always had insurmountable technical limitations, but they started crowdfunding anyway.I miss that developers no longer have any technical limitations.
Judging by recent interviews by old designers it was the limitations that made their games great.
I miss that developers no longer have any technical limitations.
Judging by recent interviews by old designers it was the limitations that made their games great.
This is actually one of the saddest results of teh internet and BioWarization.Secret Characters: Another downside of the BioWarization of RPG companions is that they become a huge selling point and marketing focus. People knew the entire life of Dragon Age: Inquisition's companions even before the game was released.
This had a nasty side-effect - it kills any surprise. Imagine if Chrono Trigger came out today - you would know Magus can be recruited 6 months before release. It kills all the surprise of suddenly meeting a talking deathclaw in Fallout 2 (WUT?) and being able to recruit him (OH YEAH!!).
Oh, there definitely are limitations. For example:I miss that developers no longer have any technical limitations.
Judging by recent interviews by old designers it was the limitations that made their games great.
- Populating cities with more than a dozen people is murder on the console hardware