They aimed at Far Harbor and arrived at The Pit, this was their chance, there’s not even random content since it’s all in the same planet, they just forgot they were doing a RPG and gave no meaningful choices, there are plenty of bad endings that just make you load a save lol.
I’d second Pillars of Eternity II except that it’s not actually on sale. It also doesn’t have gamepad controls, which is disappointing, so Steam Deck controls can be kind of slow.
I’ll second Tyranny and Pillars 2.
Tyranny’s ending is… well… they tacked on some text - but it’s a great game otherwise.
PoE2 is more enjoyable than the first one, IMO, just for the lighter tone. They do a better job of explaining the world, too, because you aren’t bludgeoned with lore-dumps like in 1.
Pathfinder WoTR is an overall improvement, but Pathfinder Kingmaker also has its charms.
It feels like playing a DnD campaign with the developers acting as the DM.
It does require some metagaming if one wants to experience everything, it does have an ending act that drags on for too long, it can feel oppressive with the disaster timers ticking away while one is still trying to figure out a rhythm and it can end up with things spiraling into danger if one doesn’t “rush” and plan around each main act quest.
It is one of those rough games that does have a certain appeal to those that do not mind working through the frustrations for a more grounded adventure - relative to the setting.
Tyranny, from a world building experience was great, felt like it was short an act though as I got to the final act and thought - “wait, what is that it?”
Also it is refreshing to have a game where morality is fluid and open to interpretation and up to the player to rationalise their actions, where the decisions lean more towards following an ideology more than morality
For a Warhammer cRPG, Rogue Trader is something to consider as well as it captures the feel of its setting pretty well
I just played through it this year for the first time. It was overall very good, but the beginning and end of it are pretty rough. The beginning is tedious unless you’re playing a strength build, and the end is some real point and click adventure game moon logic to find out how to get to the final area and, in some ways, through it, that I would have never figured out without a walkthrough.
I agree that the game should have a tutorial. The problem with the temple trial is that it only caters to one play style, so it’s not a good tutorial. I’d call the first game’s tutorial the cave with a handful of rats.
While I agree the tutorial is rough for something meant to teach, it can be done with different playstyles.
Although having some form of melee combat does make the experience a lot less frustrating and can save a lot on time spent trying to hit the enemies, but I think enemies have like 5 ap or so which one can avoid most of them on an agility build by outspeeding them.
A determined person could probably get through it without fighting as a challenge I guess as an agility and stealth focus.
There is a lock pick and explosive tutorial that are mandatory but aren’t too difficult and then there is a trap room which can be a problem if one is low on perception.
The final challenge can have the guy be talked down with enough speech
For ease of getting through it, strength or agility with a melee skill will make it a lot easier though.
This is the kind of stuff you might know if you already know what’s ahead of you, like if you played it before, but as a first-time player of the game, not knowing what’s coming, I found it to be a poor experience when you only have a melee weapon but specced for guns.
I am kind of the subborn idiot that initially struggled with the tutorial, but struggled enough to learn what it was it was trying to teach.
I remember and know it from failing, leaning and trying different things seeing what works.
The three starting default characters all have something they are good at and looking at those - all three are meant to get through the tutorial, although Norg is the most straight forward approach.
As I said before, it is not the best and they could have done a better job, yes.
It can leave one feeling annoyed that their gun character struggles - sure
Can it suck knowing you have to put some token effort into a melee skill if you do not want to sneak around or evade the enemies - indeed
But my point is that, regardless of its poorer presentation, especially when put up against Fallout 1’s tutorial, there is more than one way to do it other than pure brute force.
I am really enjoying this downfall of Bethesda, Blizzard, Ubisoft and EA, more than I enjoyed anything they published in half a decade. I wish death also to Gearbox. It’s coming and after Randy bought and promptly ruined RoR2, my schadenfreude is tingling.
I think it's far too late for that. Publishers have been testing the waters with $70 AAA games for a few years now, and people kept buying them. I don't expect that to change any time soon.
To raczej dwa różne produkty. Signal to komunikator a matrix to raczej takie odkrywanie IRC i XMPP na nowo pod nazwą która skutecznie utrudnia poszukiwanie informacji o tym cudactwie. :D Tak to raczej widzę…
@wariat czy moglbys nie odstraszac ludzi od Matrixa nazywajac go cudactwem? IMO to bardzo dobry komunikator (tzn. standard komunikacji - Element to nakladka frontowa, jedna z wielu), wygodniejszy niz Signal... :P
Wszystkie są komunikatorami wiadomości błyskawicznych (“Gadu-Gadu”) z opcjonalną historią korespondencji (+/- ustandaryzowane dla XMPP/Jabbera, Matrixa i chyba Signala, niestandardowe dla IRCa), zatem wraz z wątkowaniem to hybryda komunikatora z forum/BBSem ala #Slack, Discord, Google Chat, Mattermost. Signal bez szczególnych zabiegów wymaga do instalacji smartfona (którego zapewne nigdy nie będę miał, stąd znam jedynie z teorii), natomiast jego twórcą jest cypherpunk i anarchista informacyjny Moxie Marlinspike, dostarcza przeaudytowane szyfrowanie tzw. end-to-end; podobno jest też stabilniejszy i bardziej dojrzały od Matrixa (i protokołu, i wiodących klientów; ja siedzę na niszowym ala IRC, więc ponownie – niemiarodajnie).
Had a CyberMaxx VR headset back in the days. It had a whopping resolution of 505x230 per eye at a combined 60 Hz (so each eye only got 30 Hz). Headtracking worked with 3 degrees of freedom. The included mouse driver for DOS made the head tracking available for every DOS game even if it didn’t have support. It came with Tekwar and a Flight Unlimited demo I never could get to run.
Some games worked with stereoscopic 3D. That was about the only really awesome thing about the headset. But the 30 Hz displays made sure that you could only play for a short while anyways. Descent was nausea inducing on its own. But in VR it was a guaranteed pukefest.
Thinking about playing with the headset was always much better than actually doing it. I’d pull it out every few years and then put it back into storage. Last I heard it died at my brother’s.
It’s funny that you mention the iPhone - a device that had zero innovation compared to its competitors, and just managed to take the market because of marketing.
(And while I didn’t own a Symbian phone myself, a good friend did. Oh, but what I owned was a tablet computer. Way back in 2002. And now you will likely call me a Revisionist again, because I owned a device before Apple invented it…)
I’m aware of Symbian, it ran on over half of the world’s smartphones before 2009. It’s not some hidden knowledge.
You’re the one who said it had zero innovations, which is patently false. Here’s a short piece from AllAboutSymbian.com on the topic. I never claimed they invented the smartphone or anything like that, but it’s obvious that you think I did since you added that part about the tablet.
This conversation is not worth my time, you’re free to think whatever you want. Have a nice day!
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