So guys, thinking about buying this game. How good is it? Is the combat as shit as Planescape?
While the Codex Consensus -- and the view of many other players -- is that the combat is terrible, "we can have bad combat because PS:T had bad combat" was definitely not the thought process. The Crisis system was a huge investment of time and resources and was meant to be elaborate, exciting, and strikingly different from normal RPG combat by allowing you to undertake lots of non-combat actions over the course of a prolonged Crisis. It was the opposite of PS:T's "trash" spammy real-time combat. If it went awry, I think it went awry for different reasons (too rare, too long, somewhat unintuitive) from the problems with PS:T (too frequent, too easy), and not because of a lack of resources. As Tolstoy would say, every unhappy combat is unhappy in its own way.So guys, thinking about buying this game. How good is it? Is the combat as shit as Planescape?
I recommend getting it on sale if you're interested. In regards to combat - I feel like InXile's thought process was basically "Everyone says that combat in PS:T is bad, therefore we can have shitty combat in this game because it isn't an essential piece of the Torment legacy..." rather than "PS:T's combat was unimaginative and kind of trashy, so lets see if we can fix that." But my opinion is highly biased and very edge-lordy on this particular game.
I'll add that when I first heard of the Crisis system, and read the initial documentation, I thought it would be revolutionary and one of the coolest things in any non-P&P RPG, so it's particularly sad that it would up being worse than RTwP spam in the view of many.
Yep, the crises are one of those good ideas that are either badly implemented or that just can't work in the real world.
That's not it at all, honestly. Tides of Numenera is a genuinely bad game in many ways, all in it's own right. PS:T nostalgia or overhyping the PS:T connection explains some of the initial backlash, but it doesn't explain the wealth of issues the game has, even if we completely ignore all the broken promises. Even though they've technically fulfilled some of them after the release of the game (Oom, the Codex), they're haphazard and half-hearted, seemingly created and pushed out on principle.[...]
Maybe it was never going to sell very well, and PS:T being such a cult classic made a disproportionate amount of passionate fans back the Kickstarter, making InXile set unrealistic sales expectations. [...]
Yep, the crises are one of those good ideas that are either badly implemented or that just can't work in the real world.
That is PS:T for you.
In retrospect, inXile's true calling may be making games with a crowd-pleasing pulp sensibility (Robots and punks in the post-apocalypse! Funny singing goblins and snarky bards!), and their attempt to branch out into more serious fare a predictable flop.
In retrospect, inXile's true calling may be making games with a crowd-pleasing pulp sensibility (Robots and punks in the post-apocalypse! Funny singing goblins and snarky bards!), and their attempt to branch out into more serious fare a predictable flop.
What was a good idea in PS:T that didn't work out?
What was a good idea in TTON that didn't work out?
- The whole effort system
- The idea of an PS:T spiritual successor
- The implementation of Numenera.
In retrospect, inXile's true calling may be making games with a crowd-pleasing pulp sensibility (Robots and punks in the post-apocalypse! Funny singing goblins and snarky bards!), and their attempt to branch out into more serious fare a predictable flop.
There's a wide spectrum between taking something seriously (perhaps too seriously) and whimsical goblins.In retrospect, inXile's true calling may be making games with a crowd-pleasing pulp sensibility (Robots and punks in the post-apocalypse! Funny singing goblins and snarky bards!), and their attempt to branch out into more serious fare a predictable flop.
Any developer looking at inXile failing and going "well I better not develop this cool risky game I had in mind" wouldn't be able to make a good game in the first place. Good developers know they're better than inXile.Unfortunately this does not impact just Inxile. TTON flopping means that, apart from extreme indies, there will be nothing risky done in this genre for another decade.
Any developer looking at inXile failing and going "well I better not develop this cool risky game I had in mind" wouldn't be able to make a good game in the first place. Good developers know they're better than inXile.
FYP++What was a good idea in TTON that didn't work out?
- The kickstarter
FYP, np.
He was asking about PS:T, not TTON.