Prime Junta
Guest
I guess this is the only redeemable part of the game:
It's a perfect fit for this game.
It would have been terrible in the game T:ToN was supposed to be. Backer content has to die in a fire.
I guess this is the only redeemable part of the game:
Oh god, I didn't get the joke until now. My fucking sides. I picked up on the mask, but only when I read this now is the entire thing hilarious. That whole thing is actually pretty subtle if you're not in on the joke.I guess this is the only redeemable part of the game:
The backer NPCs are very well implemented compared to other games, but what bothers me is how many of them are the basis of side quests. Would we even have had side quests if it wasn't for them? Was InXile entirely depending on high tier donors to design portions of their game for them?
Did backers design the quests or was it InXile? I'm surprisingly not mad that they've used backer NPCs for most of the side quests because, if you are going to pollute your game with backer NPCs, you might as well integrate them properly.
1 - Setting is barely developed beyond than "Numenera anything goes.", it is weird for weird sake instead of building a rationale behind that weirdness. You won't find the Sensate HQ or Dustmen Mortuary type of location here. You feel alienated of the whole thing.So how bad does it suck? Sum up in a few short sentences pls.
2 - Everything is painstakingly explained to you on lore dumps more than one time and as there isn't a proper rationale behind it all like the Dustmen faith, Sigil as the city of the doors, alligment determining the plane you belong to, the Lady of Pain and all of that, you don't have enough of a context to make sense of all that deep lore that kinda become irrelevant and make talking with the NPCs a pain.
3 - Your companions lack alot on the interactive department, a Dakkon kinda of moment where you go on a deep conversation about his faith and his understanding and doubts about it grounded on Planescape lore won't happen ever. Like Fall of Grace moment where she kisses you and you die because she is still a succubus even if a cast one or deciding what to do with Morte and the Pillar of skulls. How about Vhailor and you convincing him he doesn't exist? There isn't enough context and interaction with the companions, they are one note characters that are barely connected with their enviroments, don't believe on anything, don't desire anything and are boring.
4 - Everything feels random, like a typical theme park setting where nothing connects with nothing.
5 - There is major sloppiness on the main plotline delivery, they just brush off on the necessity of giving you a plausible motivation, on the necessity of introducing you slowly to this setting and just bombard you with out of context exposition, creating a feeling of alienation with the whole thing making it impossible for you to immerse on the game. Things start getting worse as you proceed and Deus Ex Machina moments start being pulled out of ass without any beforehand explanation.
6 - The tides system was butchered and there is only a vestigial form of it on the game killing one of the few things that could give some structure of rules on this barely developed setting.
7 - There aren't strong characters anywhere on this game, there isn't a Ravel or a Trias moment on this game. You hear alot about the characters but on the actual interaction with you, they are as straight as you can get. Don't expect a Ravel kind of wits battle here. The characters you know very little about will just regurgitate alot of exposition on you, the game will assume you care then something will happen to push the plot forward. The End.
8 - There is very little creative reactivity that Torment was known for.
9 - There are very few actual quests on this game, with beginning, middle and end, most "quests" are actually minor meaningless encounters. Not that Planescape Torment didn't have small encounters but it had extensive story arcs too. You go doing minor tasks after minor tasks without anything relating with anything and feel disconnected of the whole thing.
Perhaps it's too early for the doom and gloom, sentiment seems to be shifting
as if Mass Effect was any good lmaoPerhaps it's too early for the doom and gloom, sentiment seems to be shifting
They need to do something original next. Something new & creative, like in the old glory days of Interplay.
turn-based combat in a nutshell(Yeah, another Crisis. Takes minutes for the enemy turn to resolve. Great design there.)
Good turn-based combat is as fast as your mind can process the actions on screen.
u]gdpgdjoq3b 1 24 b421by414b214b2y1b2y1bGood turn-based combat is as fast as your mind can process the actions on screen.
Clearly you didn't play ToEE, which also happens to be wildly considered best video game reedition of D&D.
They need to do something original next.
I think inXile is acitively harming the RPG genre with their releases.
KraftyKrankins
Junior Member
(02-28-2017, 10:28 AM)
Quote
#364
In the city now. My god, there's stuff to interact with at every five feet. More text to read than the last Mccarthy I finished. I'm in love.
kionedrik
Member
(02-28-2017, 01:50 PM)
Quote
#402
Played 3h and the Torment 'feel' is palpable.
This game offers more role-playing in the first hour than most modern RPGs during their whole campaign. Even a random act like talking to a child in the marked leads to some amazing conversations and lore exposition.
More_Badass
My indie-sense is tingling
(02-28-2017, 09:51 PM)
Quote
#489
"Originally Posted by bati
I don't know what it is about the writing in this game but it's like I'm actually watching images instead of text, holy fucking shit \o/."
That's the magic of good writing