Excidium II
Self-Ejected
It's p. sad that combat sucks since they had good ideas on paper about enviroment interaction and such.
lol not sure by which definition.Then it turned out all right.
lol not sure by which definition.Then it turned out all right.
I thought you hated it and TToN was your last hope for InXile.lol not sure by which definition.Then it turned out all right.
Everybody elses besides yours and a few other select edgelords?
Dildolos couldn't stop talking about how wonderful the game was. At least the degenerate is consistent in his inexplicable fascination of inxile.I thought you hated it and TToN was your last hope for InXile.
lol not sure by which definition.Then it turned out all right.
lol not sure by which definition.Then it turned out all right.
The feats are p. meaningless. Specially because of the way their requirements are locked on the skill tracks (which nobody but the 10 int skill monkey has more than 3) you never have any actual choice in which to pick as there's always a no-brainer. The way character "builds" play out just doesn't change. Compare to Underrail feats for example.
As for the game content, it didn't change in any spectacular way at least for the 30 or so hours i dedicated to the DC.
Ok I now understand the standards in place.Even if it doesn't play like a real RPG simply having the menu present with funny descriptions makes it more feel like one.
Ok I now understand the standards in place.Even if it doesn't play like a real RPG simply having the menu present with funny descriptions makes it more feel like one.
Isn't your tl;dr that the game picks up after Arizona? I mean in the time it takes for WL2 to supposedly get good you could finish an actually good game.
Overall, Arizona was all right. Worse level design than Fallout Tactics, about the same when it comes to attrition-based-difficulty, but better in nearly every other category. The takeaway here is that it pays to go in with extraordinarily low expectations instead of expecting an instant classic on the first try (though tbh I don't consider this to be all that worse than those 90s RPGs).
I honestly have no memory of experiencing any content nearly as bad as Rail Nomads to this day.
I honestly have no memory of experiencing any content nearly as bad as Rail Nomads to this day.
The feats are p. meaningless. Specially because of the way their requirements are locked on the skill tracks (which nobody but the 10 int skill monkey has more than 3) you never have any actual choice in which to pick as there's always a no-brainer. The way character "builds" play out just doesn't change. Compare to Underrail feats for example.
As for the game content, it didn't change in any spectacular way at least for the 30 or so hours i dedicated to the DC.
I can't say any of those stories have left me dumbfounded, and they unfold in a rather characteristic manner.
It's p. sad that combat sucks since they had good ideas on paper about enviroment interaction and such.
It's p. sad that combat sucks since they had good ideas on paper about enviroment interaction and such.
Fun fact: Rail Nomads initial paper design was done by Brian Fargo.
But yeah, Rail Nomads is by far the most boring part of any game I've ever played.