V_K
Arcane
As far as I can tell, that's the perspective they've been using since DOS:EE, so fat chance of it improving.And hopefully they'll tweak it before the full release.
As far as I can tell, that's the perspective they've been using since DOS:EE, so fat chance of it improving.And hopefully they'll tweak it before the full release.
Eh, it wasn't a deal breaker for me in the first place, but it's a shame that they didn't even attempt to improve upon it.As far as I can tell, that's the perspective they've been using since DOS:EE, so fat chance of it improving.And hopefully they'll tweak it before the full release.
Yes, it was easier to handle in DOS1, but still not great. There's also the issue of the viewport being too small and claustrophobic (though that's arguably the result of the design philosophy that demands using every square inch for something and the engine that can't handle truly big maps). And then the whole field of view just feels distorted somehow, like in a funhouse mirror - as if the map is built on a curved plane rather than flat one. I can't quite put my finger on why or how that happens, but it annoys and weirds me out.Frankly I think it's less the perspective and more the fact it is unbound. In DOS it was more limited and the game was designed around that camera perspective and it worked better, when they stopped doing that it became a headache.
Yes, it was easier to handle in DOS1, but still not great. There's also the issue of the viewport being too small and claustrophobic (though that's arguably the result of the design philosophy that demands using every square inch for something and the engine that can't handle truly big maps). And then the whole field of view just feels distorted somehow, like in a funhouse mirror - as if the map is built on a curved plane rather than flat one. I can't quite put my finger on why or how that happens, but it annoys and weirds me out.Frankly I think it's less the perspective and more the fact it is unbound. In DOS it was more limited and the game was designed around that camera perspective and it worked better, when they stopped doing that it became a headache.
And they absolutely should have.Afair originally they were going to make a zoomed in third person mode
Only it absolutely doesn't.The simple fact that it allows you to play the game without thinking too much about the camera controls
Only it absolutely doesn't.The simple fact that it allows you to play the game without thinking too much about the camera controls
The funniest thing is that all those issues have been solved perfectly well already in Drakensang: its camera controls allow you to seamlessly switch between OTS mouselook for exploration and free isometric camera for combat. Why has no other 3D party-based RPG done the same is beyond my understanding.
That's a very low bar.When I think to an annoying camera in a RPG I usally think to NWN2 or more recently to AoD
That's a very low bar.When I think to an annoying camera in a RPG I usally think to NWN2 or more recently to AoD
Although it also shows that we're talking about slightly different things. Sure, moving the camera around in NWN2 was a pain in the ass much more so than in DOS. But the problem with DOS2 for me (less so with DOS1 which was designed with a fixed angle in mind) is that because of limited viewport and weird angle, more than half the time I had no idea where I was or where I needed to go. Given the tiny and canyon-y maps, that's quite an "achievement".
Sure, but that only works a) when you already know what lies ahead and b) when scenery isn't obscuring a large part of the viewport. And in DOS2 it does that most of the time.That's a very low bar.When I think to an annoying camera in a RPG I usally think to NWN2 or more recently to AoD
Although it also shows that we're talking about slightly different things. Sure, moving the camera around in NWN2 was a pain in the ass much more so than in DOS. But the problem with DOS2 for me (less so with DOS1 which was designed with a fixed angle in mind) is that because of limited viewport and weird angle, more than half the time I had no idea where I was or where I needed to go. Given the tiny and canyon-y maps, that's quite an "achievement".
I usually avoid this issue (in D:OS and in other game with a rotating camera) by keeping the camera more or less aligned with the cardinal directions outside of combat.
Sure, but that only works a) when you already know what lies ahead and b) when scenery isn't obscuring a large part of the viewport. And in DOS2 it does that most of the time.That's a very low bar.When I think to an annoying camera in a RPG I usally think to NWN2 or more recently to AoD
Although it also shows that we're talking about slightly different things. Sure, moving the camera around in NWN2 was a pain in the ass much more so than in DOS. But the problem with DOS2 for me (less so with DOS1 which was designed with a fixed angle in mind) is that because of limited viewport and weird angle, more than half the time I had no idea where I was or where I needed to go. Given the tiny and canyon-y maps, that's quite an "achievement".
I usually avoid this issue (in D:OS and in other game with a rotating camera) by keeping the camera more or less aligned with the cardinal directions outside of combat.
BG1's maps were "full of nothing"? If "nothing" means no encounter around every corner, no epic shit to find in every treehole, no quests every ten feet, and not every living being had the intention to kill me - then yes, it was "full of nothing". I still enjoyed it more than all the hundreds and thousands of RPGs which are crammed with all kind of stuff just to show me how they want to keep me entertained permanently and non-stop. The world felt more realistic the way BG1 presented it to me and allowed me for a better experience of immersion. It immediately gave me the powerful illusion that the world didn't revolve around me, a feeling I only know from very few games (Ultima VII and Doomdark's Revenge come to mind). And it allowed me to notice all the tiny details, the birds, the squirrels, the plethora of sounds and all the nature stuff. That's why I hate almost all modern RPGs: They don't give me time to breathe, to enjoy the scene and to simply be "there".