while being strong kills it all.
I recently got around to finishing Elex 1, first started it close to release, then shelved, figured it was about time to complete it.
I ended up really enjoying the final 10 or so hours of the game and ultimately I'd rate it as a positive experience, however I probably spent 3-4 times that running from pretty much everything before getting strong enough to mount any kind of reasonable defense in combat. So people said the exploration was great, that wasn't my experience as for the lion's share of your first playthrough, there's no real joy in exploration as you're always just one scratch away from death. To me, the jetpack almost felt like a cheap solution to the game's exploration/progression path having having no/little structure/balance, and thus needing to give the player a quick means of escape at all times.
I'm looking forward to Elex 2, despite most of the above being gripes, Elex 1 still does a lot of the things that made PB's past games great, but I hope there's some improvements on the progression & difficulty fronts.
Conversely with Elex, even early game quests will want to ship you off to Tavarr, and even the most rudimentary enemy will obliterate you en-route. And that applies no matter which direction you set out from Goliet, it felt. The initial hump/hurdle felt like it took much longer to surmount than past PB games because it feels that no matter which way you set out, it's the "wrong" path if you even dare to engage in combat.
You're not supposed to stop and fight. Just run constantly, all enemies will give up the chase. You can pretty much go anywhere from the start, you just can't kill anything.
Yeah that's actually one of the really cool things about the game for me, it makes the power fantasy payoff you get later impactful, you get your revenge on those pesky things that were so terrifying early on, plus it's a good adrenaline rush to escape by the skin of your teeth when you're effectively powerless (unless you have exceptional twitch skills).
Conversely with Elex, even early game quests will want to ship you off to Tavarr, and even the most rudimentary enemy will obliterate you en-route. And that applies no matter which direction you set out from Goliet, it felt. The initial hump/hurdle felt like it took much longer to surmount than past PB games because it feels that no matter which way you set out, it's the "wrong" path if you even dare to engage in combat.
You're not supposed to stop and fight. Just run constantly, all enemies will give up the chase. You can pretty much go anywhere from the start, you just can't kill anything.
Yeah that's actually one of the really cool things about the game for me, it makes the power fantasy payoff you get later impactful, you get your revenge on those pesky things that were so terrifying early on, plus it's a good adrenaline rush to escape by the skin of your teeth when you're effectively powerless (unless you have exceptional twitch skills).
Also you can use the AI on lower levels to defeat difficult mobs , I remember on level 4 or 5 I made a slugbeast chase me back to the Berserker camp. I kept its aggro going with ranged attacks and it kept pursing me. On the way back to the camp some silly cultivators needlessly sacrificed themselves by attacking the foul beast which was hilarious ...eventually I got back to the Berserker main hall and the slugbeast was killed by the high level fighters
I didnt gain XP but I got the items it was guarding
I think the days of getting balance like that in an indie game are mostly gone.All this talk of starting underpowered... I'd rather the main character remained weak the whole game than start stronger. Being weak creates challenge to be overcome with skill, wits and creativity, while being strong kills it all.
The only thing the game needs is to remain hard after mid-game. And then anyone who can't take it can just choose a lower difficulty.
It's funded by a publisher, so no.Is this technically an indie game?
Well, that might be true if you're always fighting the standard amount of level-appropriate opponents. In such a case, difficulty for the player remains theorically always the same, the "challenge level" is constant.This reminds me of something I've always wondered about. There's a sense in which vertical progression is actually meaningless, an illusion, and only relative strength (+ or - level to you, e.g. a purple or blue mob in an MMO) and horizontal progression are really meaningful.
When you start off your strike takes 2 hp away from 8; when you're at mid level your strike takes 20 hp away from 80, at max level 200 from 800 - what the hell is the difference? There isn't any, the sense of "progression" there is just smoke and mirrors. All that happens in a game is that your personal skill gets better, and you get more toys to play with and integrate into the "dance" of your personal skill.
Well, that might be true if you're always fighting the standard amount of level-appropriate opponents. In such a case, difficulty for the player remains theorically always the same, the "challenge level" is constant.This reminds me of something I've always wondered about. There's a sense in which vertical progression is actually meaningless, an illusion, and only relative strength (+ or - level to you, e.g. a purple or blue mob in an MMO) and horizontal progression are really meaningful.
When you start off your strike takes 2 hp away from 8; when you're at mid level your strike takes 20 hp away from 80, at max level 200 from 800 - what the hell is the difference? There isn't any, the sense of "progression" there is just smoke and mirrors. All that happens in a game is that your personal skill gets better, and you get more toys to play with and integrate into the "dance" of your personal skill.
But there's issues with that view. First, it's missing the fact of player mastery; the player knows more about the game and the innerworkings of the rules the more he progresses, so he should be better at it. Therefore, if the designer keeps opponent challenge constant, the player still feels progression because he's better at the game.
Second, this view also misses the fact that the character is progressing, even if the challenge for the player were to remain the same. The enemies fought at higher level are, in the setting, stronger than the ones fought at lower level. So there is a sense of in-setting character progression.
So with both those things, even if we only fought opponents that provided a constant amount of challenge independently of our character's level, there would still be both player and character progression.
But a designer shouldn't aim for the player to always encounter a fixed number of scaled-to-your-level opponents. At higher levels, you can still fight easier enemies that used to give you a hard time, and that allows you to see progression: "it used to be hard, now it's much easier to deal with". The inclusion of lower-level opponents is integral to a realistic setting with free-roaming, as PB is known to do. And to make the fights still challenging, you can have more of those little buggers, now easy individually but challenging in a group, or combine them with a harder opponent. You can also present an enemy that is too strong at X point, but that later you're able to fight.
So you can also get the feeling of progression when the opponents are not level-scaled, and you encounter opponents of varying levels of challenge at a given character level.
Because of all this, I conclude that games where progression feel like an illusion are just badly designed.
This reminds me of something I've always wondered about. There's a sense in which vertical progression is actually meaningless, an illusion, and only relative strength (+ or - level to you, e.g. a purple or blue mob in an MMO) and horizontal progression are really meaningful.
When you start off your strike takes 2 hp away from 8; when you're at mid level your strike takes 20 hp away from 80, at max level 200 from 800 - what the hell is the difference? There isn't any, the sense of "progression" there is just smoke and mirrors. All that happens in a game is that your personal skill gets better, and you get more toys to play with and integrate into the "dance" of your personal skill.
This reminds me of something I've always wondered about. There's a sense in which vertical progression is actually meaningless, an illusion, and only relative strength (+ or - level to you, e.g. a purple or blue mob in an MMO) and horizontal progression are really meaningful.
When you start off your strike takes 2 hp away from 8; when you're at mid level your strike takes 20 hp away from 80, at max level 200 from 800 - what the hell is the difference? There isn't any, the sense of "progression" there is just smoke and mirrors. All that happens in a game is that your personal skill gets better, and you get more toys to play with and integrate into the "dance" of your personal skill.
never preorder. not even if it's the brand new blowjob from sasha grey. never preorder.
never preorder. not even if it's the brand new blowjob from sasha grey. never preorder.
As others have observed, pre-ordering only made sense when games were on physical media that could sell out quickly in a shop on launch. It's a silly, pointless idea with downloadable games.
It will just track the played time and then upload it next time you connect. Gaben isn't dumb enough to let you abuse the refund system like that."No" as in it doesn't work? Steam tracks you even if you disable your internet cord even?
It will just track the played time and then upload it next time you connect. Gaben isn't dumb enough to let you abuse the refund system like that."No" as in it doesn't work? Steam tracks you even if you disable your internet cord even?