MRY
Wormwood Studios
Years of greasing the Codex have paid off. :DWith one exception - the Severed Child quest and it's text quest. Carefully read and studied every bit of it, unusually complex + you see character from quest before + c&c.
Years of greasing the Codex have paid off. :DWith one exception - the Severed Child quest and it's text quest. Carefully read and studied every bit of it, unusually complex + you see character from quest before + c&c.
It's impossible to tell if these Year:2017 kiddos that stick around GRPD these days are being honest or just very clearly cautious in saying anything too good about this game. Reading lots of "decent", "average fun", "ok" in this thread. Is it just a meh game or is it a great game that you're afraid the kkkonsensus will turn against you further down the road and the Kodex thought police will knock on your door?
Why fight the truth? It's quite obvious now they never intended to make a true PS:T successor. Yet they were too cowardly to admit it, drop all false semblance and proudly do their own thing instead. The end result is a thin veil of surface appearances with almost no substance underneath. I would be more willing to forgive their Torment namedropping if they actually made a great game, no matter how different from the original.This game is a cargo cult PS:T.
Fight me.
Yes, it is.Is it just a meh game
What is it then?Pillars is no more the game I'm playing every time I open my laptop and steam account.
TTON of courseWhat is it then?Pillars is no more the game I'm playing every time I open my laptop and steam account.
they are not that small, even Tyranny has small areas but the loading time (especially the first one) is much longer.Because all the areas are like 3 feet big?
tldr it's shit but you might like it if you have bad taste
Wait, what? PST is very much an adventure game wherein you're piecing environmental and character-specific knowledge together, some of which are controlled by RPG-derived statistics, to advance a story. PST has, broadly, a more non-linear approach to how this information is collected, assembled and employed to advance the story as compared to TToN.
I agree with MRY on this one. Adventure games are completely linear. You have to do things in a certain order,
MRY said:The basic units of interaction in those games are (1) inventory item on environmental hotspot and (2) inventory item on other inventory item to combine them. They do feature some dialogue, but the dialogue is not the principal form of gameplay, and the trees are very sparse compared to RPGs'. They almost never feature "branching" dialogue or choice and consequence. They almost never feature configurable character builds or skill checks or stat pools. They almost never feature party members, leveling up, or isometric views.
Actually the ambient crowd sounds did much to create the illusion of a big city.Another thing I remember playing last night :
in PS:T , BG2,BG1 and even Divinity : OS we have the annoying sounds in markets shouting from everyone. Thank to Changing God don't have that here.
An hour in and the game feels like a chaotic jumble of wacky shit. Environments mostly look like Sanitarium, except the latter was at least supposed to be the protagonist's nightmares, and there are memorydumps and characterdumps everywhere of weird kinds, and more made up names than you can throw a stick at. That's not necessarily a minus for me, since a PST successor should have a little bit of schizophrenia in its world, but we'll see how the pacing pans out over the longer term.
Faffed about testing mechanics in the first real fight and I'm glad you can 'fail' to progress.
No it didn't. Arcanum does not have that and Tarant really fells like a city. It was just random shouting repeatedly and annoyingly.Actually the ambient crowd sounds did much to create the illusion of a big city.Another thing I remember playing last night :
in PS:T , BG2,BG1 and even Divinity : OS we have the annoying sounds in markets shouting from everyone. Thank to Changing God don't have that here.
Yes they did, for me. Tarant actually was a big city, it was one big area, and its music was playing continuously as opposed to Athkatla. There was hardly ever a completely silent moment. Also, I think Tarant would have only benefited from ambient city sounds.No it didn't. Arcanum does not have that and Tarant really fells like a city. It was just random shouting repeatedly and annoyingly.Actually the ambient crowd sounds did much to create the illusion of a big city.Another thing I remember playing last night :
in PS:T , BG2,BG1 and even Divinity : OS we have the annoying sounds in markets shouting from everyone. Thank to Changing God don't have that here.
it didn't have shouting people I can tell you that.Yes they did, for me. Tarant actually was a big city, it was one big area, and its music was playing continuously as opposed to Athkatla. There was hardly ever a completely silent moment. Also, I think Tarant would have only benefited from ambient city sounds.No it didn't. Arcanum does not have that and Tarant really fells like a city. It was just random shouting repeatedly and annoyingly.Actually the ambient crowd sounds did much to create the illusion of a big city.Another thing I remember playing last night :
in PS:T , BG2,BG1 and even Divinity : OS we have the annoying sounds in markets shouting from everyone. Thank to Changing God don't have that here.
EDIT: I'm pretty sure Arcanum had ambient sounds... I'll just fire it up and check.
BTW I do think that the game could have been much improved in terms of graphics if the Russian brothers were in. The ones from Stasis and now Wasteland 3.
Tarant has people's voices, birds, for ambient sounds, but unless the music stops or you turn it down, you can't hear them very well. It also has ambient sounds coming naturally from NPCs' footsteps and doors opening and closing. I know the shouts you mean in Athkatla but I always thought those were fitting the atmosphere and they never bugged me. The ambient shouts in Trademeet do seem a little off, as that is a much smaller town.it didn't have shouting people I can tell you that.Yes they did, for me. Tarant actually was a big city, it was one big area, and its music was playing continuously as opposed to Athkatla. There was hardly ever a completely silent moment. Also, I think Tarant would have only benefited from ambient city sounds.No it didn't. Arcanum does not have that and Tarant really fells like a city. It was just random shouting repeatedly and annoyingly.Actually the ambient crowd sounds did much to create the illusion of a big city.Another thing I remember playing last night :
in PS:T , BG2,BG1 and even Divinity : OS we have the annoying sounds in markets shouting from everyone. Thank to Changing God don't have that here.
EDIT: I'm pretty sure Arcanum had ambient sounds... I'll just fire it up and check.