- Apr 1, 2009
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I really didn't get that.I think the overly empathetic part is what bothers me. Just seems like she gets choked up and emotional in nearly every conversation.
I really didn't get that.I think the overly empathetic part is what bothers me. Just seems like she gets choked up and emotional in nearly every conversation.
Honestly, one of the things that doesn't really work for me in a sense is that you've got a load of people sitting in your camp doing SFA whilst only a few go out questing. And yet you can also swap them in out instantly (if you don't count the clumsy camp cutscene), as if they really are tagging along with you actually, just off-screen.though dame Aylin being in my camp doing nothing at all is a little disappointing. Even when Mizora starts hanging around camp you'd think this literal angel would have some comments on this, but no.
I wasn't just talking about regular combat gameplay when it comes to Int and Tech. I've seen far more attribute checks for Int and Tech than any other attribute. The last attribute check I can remember for Cool was to let me take a fucking selfie.Not really, hacking is what changed the most, it was super simple and pretty much boiled down to hiding in a corner while the hack did everything, if you want the same experience you can just drop the difficulty. The other build all had less skill that would change the gameplay, instead they just had more skill that would give you passive buff. The options in cyberpart really increased and most of them now have actual gameplay effect rather than just stats and there's impact from leveling your character skill.
Its true that tech is hard to pass up on, but you don't really have to fully invest in it, you get most of the impact from getting to 9 in it (the third stats from parts). 15 unlock two new cyberpart slots, but its unlikely that you'll fully fill all your slot til much later in game. 20 give yous + 50 cybemodification point, thats a lot early game, but not that much as the game progress. Int can be passed up on easily, hacking is fun, but you have to give up bullet time for it, and you need to heavily invest in int for it to actually get good. I'd say reflex is more useful for that air dash.
Every turn-based combat game man. *sigh*Honestly, one of the things that doesn't really work for me in a sense is that you've got a load of people sitting in your camp doing SFA whilst only a few go out questing. And yet you can also swap them in out instantly (if you don't count the clumsy camp cutscene), as if they really are tagging along with you actually, just off-screen.
One thing this game runs into that practically every morality infused RPG runs into is that being evil really doesn't seem worth it. Most quests are designed to have the player help someone, and if you're going for an evil or even just a jerk run, why would you bother helping anyone? Being a good guy is still easier and grants you a lot more content than being a bad guy. Not that I really wanna be the bad guy though - I've heard a lot about Minthara as a character, but I'm not going to kill off a refugee camp just to get her on my team. And the recently patched method where you don't have to do that but can still recruit her later breaks the narrative if you have Halsin at your camp (who refuses to acknowledge her eventhough she's standing right behind him at his tent).There's a lot to really admire about BG3, especially in terms of the interactability of the world and the stuff you can do and it's up there in GOTY shortlists just for that. But some of the elements (including writing and narrative) are very, very average or awkward.
I think the reason that they often don't is that it can cause massive balancing problems. Because AIs tend to be cheaply coded (e.g. AI keeps preferentially attacking the squishy mage), the end result is that any and every combat - especially an ambush where the AI gets first strike - is liable to end with party members knocked out or even killed almost instantly. Other forms of RPGs are able to handle this better, for instance blobbers where your party often has a built-in formation which means the back characters can't be readily targetted (in cRPGs, the enemy just tends to bypass your tanks even if they take attacks of opportunity doing so.)Every turn-based combat game man. *sigh*
I'm still hoping that one day, ONE DAY, someone is going to make one where you can have your whole gang on the field with you. Just 6 or 7 guys during combat... a guy can dream.
Agreed. Games are set up for neutral-good heroes because devs know that's what most people want to play. Evil run-throughs exist because at least a few players want them, but not so many players it's worth putting the same development effort in so it's more like an afterthought. Fundamentally you behave like a dick but people agree to work with you. Why? In reality, they'd kick you to the curb, or have no motivation to help you even if you're the "chosen one" because why replace one big bad with another? Never mind that you're like an evil half-arse who had to hijack someone else's domination scheme because you were too shit to make your own.One thing this game runs into that practically every morality infused RPG runs into is that being evil really doesn't seem worth it.
Yeah, it's not really an RPG where you can play your own character and make any real choices, it's a set story to play through in which you can choose slightly different combat skills and an open world that you can kind of fuck around in a bit but not really interact with. It's a good story, but yeah...So far my decision to focus on being a headhunter hasn't exactly affected the story in any way. Any characterization of my V as a silent bringer of death is all in my head and not in the game.
It exists and it's called Fire Emblem: Genealogy of the Holy War. While I struggle to recommend it on the whole, perhaps you'll enjoy it based on the feeling of moving up to 20 units (representing your entire army at any one time) per turn. And there will be a lot of turns to do this with, because maps are huge and bad guys are plentiful.I'm still hoping that one day, ONE DAY, someone is going to make one where you can have your whole gang on the field with you. Just 6 or 7 guys during combat... a guy can dream.
Coming into the conversation late so I may be off-base, but that was my big complaint about FF:tactics. You get like 35 characters and can only use like 5 or 6 per battle. Killed a lot of the joy for me.Honestly, one of the things that doesn't really work for me in a sense is that you've got a load of people sitting in your camp doing SFA whilst only a few go out questing. And yet you can also swap them in out instantly (if you don't count the clumsy camp cutscene), as if they really are tagging along with you actually, just off-screen.
On the flipside if you want full on psychotic levels of troop deploy theres Symphony of War: The Nephilim Saga. Last I played I had something like 105 characters, spread among 15 squads going into each battle. The Micro management got a little intense for me after a while though.It exists and it's called Fire Emblem: Genealogy of the Holy War. While I struggle to recommend it on the whole, perhaps you'll enjoy it based on the feeling of moving up to 20 units (representing your entire army at any one time) per turn. And there will be a lot of turns to do this with, because maps are huge and bad guys are plentiful.
Kind of sad, because he killed it as Knuckles in Sonic 2 (2022). I'm wondering if it's a voice direction thing.I started my first foray into Dogtown. It really is just Cyberpunk at it's best. The side missions have good writing, interesting characters, and are all more or less unique, which helps lessen the feeling of burnout that I was getting from trying to complete all the gigs in Night City. The world is dense, detailed, and gorgeously awful. I guess you could still say the game world still is really only there for eye candy, but what eye candy it is.
As for the actual Phantom Liberty quest line.... Hmmm, I don't know. Rescuing the President is a fun idea, but both Johnny and V's reactions to the whole shebang seem off. I would have thought Johnny would be wayyyyy more pissed about having to do the gig, and V just takes the whole thing in stride.
I had heard that Idris Elba is a bit of a disappointing voice actor, and yup. Gotta agree. Sometimes it even feels like his audio files are of a lower quality or something, because he is just so noticeably monotone. Keanu was hardly consistent, but I always felt his Johnny really fit the game and the character. Idris is just... here.
I should remind myself to bust out my T-16 Mini some time, and the Sega Genesis Mini 2.Rearranging my office and dug up my NES and SNES classic and set them up. Just played Super Punch Out (1994) on my 39"LED TV that I am using as a PC monitor for now. Didn't look to bad.