I've played Xulima two years ago, during my daily commutes in train from home to work. These 45 min - 1h sessions were ideal to get the best out of this game : things are straightforward enough so that I could carry on without losing myself in the intricacies of a complicated plot (or design), and short sessions made me avoid fatigue from the (relative) genericness of setting and plot.
Gameplay, though was excellent and just challenging enough for my tastes.
What I'd like to add to the discussion is that I really don't think the game compares itself well to westen blobbers. Top-down perspective in exploration linked with a well-tuned turn based combat system is really incommon in western gaming. Yet, it is a really common JRPG thing. If one forgets that the writing and story don't overlap with modern JRPG themes, the gameplay itself is quite similar to Dragon Quest games for instance. And compares well with this gaming tradition. What do you think of it?
How are there a million ways? You can't make a wizzy tank or a rogue caster or anything interesting. There are just a few very basic stats and what you pick is mostly dictated by the position of the characters. All the front row guys need CON or evasion to survive or they get rekt. All the back row casters need mana or they can only cast a few spells, there isn't much to it...There are other games that really do let you build characters in many different ways, even Dragon Age Origins let you choose between potent spells with small mana pools, or vice versa, or a mixture of both, as well as defensive stuff. This game just has a mana pool and that's it.There are lots of old RPG's that are way better than this. And also MMX and LoG1/2 are way better than this. For me it just needed better combat. I can play the same grindy stuff forever if the combat is fun. I played EverQuest for about 5 years and that has no story or quests, it was just the combat and the loot that kept me playing. But the classes are incredibly deep, you are talking about 100 spells on each class, vs this game where you have about 4...
Each class in LoX has about a million ways to build it, not even including spells. Since every skill point is important there are tons of ways you can build a character. Divine Summoner alone has what, 9 different possible summons? Each class has several weapon skills, support skills, attack skills and/or spells, some which overlap between classes, etc. Oversimplification is not presenting a very good argument against the game.
Even in that example you gave you are not considering that you are controlling 6 characters that can all be built differently. This in turn creates micro-customization (individual characters) to macro-customization (total party synergy). It gets pretty deep and complex, my brother. If you are saying otherwise I question if you've spent enough time with the game.
Nothing against MMX or LoG1/2, either. They seem like fine games. But LoX has this stuff to the utmost degree, IMO.
How are there a million ways? You can't make a wizzy tank or a rogue caster or anything interesting. There are just some basic stats that every RPG has and what you pick is mostly dictated by the position of the characters. All the front row guys need CON or evasion to survive or they get rekt. All the back row casters need mana or they can only cast a few spells, there isn't much to it...
Besides the stats there are only a small number of out of combat abilities and in combat abilities. Shit like lockpicking, trap spotting, item evaluation, etc, does nothing for the gameplay. I didn't have a Divine Summoner so that is no consolation, I had warrior, rogue, bard, cleric, sorc, and they all sucked. Also multiplying it by 6 is still no good. The fact is, you do 1000000 fights doing the exact same routine, and it isn't a fun, deep, tactical, or interesting routine. My sorc casts the same blizzard spell over and over on his turn. My rogue spams a basic attack on each turn. Warrior does his stunning attack on big enemies each turn. Galen had a poison attack which had the potential to be the only real tactical thing in my entire party, yet became worthless because everything died too fast to make it pay off anyway. My cleric just regenned people and then spammed mana recover. And my Bard cast 1 or 2 buffs in the entire fight and then shot arrows. Even Dragon Age Origins has deeper combat.
To me the whole character system of LoX feels more Western than Japanese. It is a very common WRPG standard: rasable stats, derived stats and raisable skills. The JRPGs I've played (which are admittedly not many) usually employ simpler and more straightforward systems, without derived stats (i.e. combat formulas are directly based on primary stats) or raisable skills.Which specificaly western elements do you have in mind, besides party creation, which exists in some JRPG (DQ IX comes in mind)?
Ok, but let me address the criticisms you made.
The items need work, I agree. There are interesting non-equipment items, though.
There are plenty of side missions. How long did you play for? Each town has several Job Board quests, from finding special items to bounties and other missions, as well as stumbling upon puzzles and various things while exploring.
Story isn't compelling. Mmk. It's not really a story RPG, so this is your personal preference for what you want in RPGs. Fine. I doubt you would like Wizardry or Elminage Gothic, either.
You can die plenty. Are you playing on Hardcore difficulty? I have party wiped several times in boss battles. The resting mechanic is balanced and based on resources, i.e. expensive food that you have to manage accordingly. It's not so much a party wipe game, it's an, "Oh, shit. I'm stuck in a dungeon low on food and half my party is dead. Let me think of a really clever way to get through this." type game. I.e. heavy resource management and long-term party health (managing Curses, Sicknesses, etc., over the course of the game is actually meaningful and impacting as well).
Not a lot of tactical depth? That is just wrong, IMO. How long have you played for again? There is plenty of tactical depth overall. Maybe you should watch my current Hardcore Ironman LP and see for yourself. Some of the battles I get into are insane. Like the craziest battles I've ever had in a turn-based RPG insane. There is loads of depth there.
But alright, personal preference is personal preference at the end of the day. Just make sure the other criticisms are accurate.
Glad we agree on something.
Around 18 hours, which I think is long enough to get an idea of how the game plays. By side missions, I really meant more like sub-plots or something that isn't just a "kill something" quest. It's possible I just missed them.
All RPGs have a story of some kind, even if it's as simple as finding an amulet at the bottom of a randomly generated dungeon. Unlike Wizardry, this game has cutscenes and a plot (as well as a "chosen one" predetermined character), so I think critique of the story, how motivating it is or isn't and how well it's told are all valid in this context. If this game was meant to be like a standard story-lite blobber where the plot is a little less obvious and only exists as a motivation to kill monsters, then perhaps they should have dispensed with the forced dialogues and chapter headings. In the end, the story is dull and doesn't do well to motivate the player onward.
Didn't say you couldn't die. I said that characters could heal from mortal and deadly wounds with 24 hours of rest, which isn't a mechanic I particularly like. I guess I wanted something more challenging, like needing to go back to town to heal.
I don't agree with your opinion on that. We'll just agree to disagree, as the old saying goes. After a while, I found the combat to be shallow and empty.
Except for the side-missions that I didn't find in my playthrough, I'd say they are accurate.
I just watched your lets play, we have completely different ideas on gaming...
some predetermined jackass is the lead
There are, but also I'd like to point out that 18 hours is less than 1/5th of the game. So in a typical, smaller RPG, 18 hours may be enough, but in an RPG this size you're not going to see everything the game has to offer in less than 1/5th of the total time it takes to finish the game.
I just watched your lets play, we have completely different ideas on gaming...
Well there were only 15 and it only went up to level 8 or something, I was way beyond there in my play through. But I skipped through the last few videos to see some battles and it was so boring. I don't know where you think all the strategy and depth is coming from but I just don't see it. Each character only has a few options and it isn't even very important what you do. It is too easy, and too simple, and way too boring. I think you should play something like Blackguards and see real depth. Most of the time in LoX you are fighting just a few enemies so who cares if you use a bad strategy and one takes longer to kill, it really doesn't matter. In Blackguards when you are fighting 20 enemies, you really need to make sure you look at them all and work out which one to kill first, because if you leave the wrong guy alive, it is a total wipe. You also have far more stuff to cast and abilities to use, and all the positional possibilities. It isn't the deepest game but it makes LoX look like childsplay.Impossible. I have 15 episodes that are each over an hour long. No way you watched that in a few minutes since you've last posted. :D
Different ideas on gaming? How so? I am playing LoX essentially as a challenge RPG. The views in my videos and this thread do not represent all of my RPG ideas, either, they are just simply the reasons I find LoX very fascinating and executed incredibly well.
As an outspoken member of the anti-Gaulen coalition, I heartily approve this description.
It's clear to me the reason the developers used this method of design was because they were making the map navigation in isometric view, and they did not have the resources to provide different character models for all the possibilities available to the player. So they created this one identifiable Explorer, and then constructed the game around that concept.
I think the developers have their heart in the right place going forward if they can drop the idea of a lead character in the sequel. Maybe go full first person perspective for exploration. And add races as part of character generation.
Based upon this recommendation, I may continue to push further into the game to see if it improves. I haven't deleted it from my hard drive yet, so I am capable of returning to it. At 18 hours, I figured I had seen most of what the game had to offer. Given the cries of people telling me to forge ahead, I guess I can wait to see if it gets better.
I will let you all know whether I'm wrong or you're wrong. Honestly, I hope I'm wrong...because I had amazingly high hopes for this game anyway, which is why I bought it.
Well there were only 15 and it only went up to level 8 or something, I was way beyond there in my play through. But I skipped through the last few videos to see some battles and it was so boring. I don't know where you think all the strategy and depth is coming from but I just don't see it. Each character only has a few options and it isn't even very important what you do. It is too easy, and too simple, and way too boring. I think you should play something like Blackguards and see real depth. Most of the time in LoX you are fighting just a few enemies so who cares if you use a bad strategy and one takes longer to kill, it really doesn't matter. In Blackguards when you are fighting 20 enemies, you really need to make sure you look at them all and work out which one to kill first, because if you leave the wrong guy alive, it is a total wipe. You also have far more stuff to cast and abilities to use, and all the positional possibilities. It isn't the deepest game but it makes LoX look like childsplay.
Also the bit where you died to traps was cringy. You set characters to walk, and click a million times slowly so the character inches forward through a corridor, the space of about 10 paces takes ages, and yet you still end up getting half you guys 1 shotted by a trap. You look at your herbs and decide it is just better to reload. That kind of thing is clearly bad gameplay. There is no two ways about it. Players should never wipe from an invisible trap that there is no way to avoid. Again, Blackguards has loads of traps, but the 'sense trap' mechanic actually works unlike LoX, and if you don't have a character with that, you can still survive. Traps are dangerous but they don't 1 shot you so you can recover if you act fast enough.
I am happy for you that you like it though. I just think it is bad. I think every other blobber I have played was better than it. Not just Legend of Grimrock 1 and 2 and MMX, but even stuff from 20+ years ago. Also I think other modern indie stuff like Blackguards and Aarklash Legacy do a much better job of providing a strategy fix. I would even rather play the newer Xcom games than more of this.
Why? There is unlimited food and money so you can just rest.I'm saying you're wrong about that first paragraph, though. Killing things quicker using less resources is HUGELY important in the game.
It is on normal difficulty. I play all games on the same difficulty and they are balanced well for that, but this game is way too easy and simple. The higher difficulty levels are no good because they don't make it any deeper, they just make it more tedious.This is not an RPG where you hoard 50 potions and scrolls of each kind and never use them.
The skill is just a chance to spot traps, and getting that skill high on one character doesn't make them good at spotting them. So it is better to have a low skill on all your characters and then someone will always spot a trap.Yes, the traps sensor thing is odd. I'm not quite sure how it works to be honest, and I hit traps all the time.
It does have to be pointless traps or 1 shot half your party. There is plenty of sensible room in the middle and most games achieve that. This doesn't.If you want traps to be completely pointless and just "skill fodder" with no consequence, I don't agree with that.
I did play it a long time and studied it, and I think it sucks. Sorry. Play LoG 1 and 2, MMX, and the older M&M games, and Blackguards etc, see what you think about LuX then.Even if you don't care for the game all that much, it is far, FAR from bad in any which way, shape or form. Play for a long time and study it. You will be saying, "Huh, that is really clever how they implemented that", to yourself all the time.
Why? There is unlimited food and money so you can just rest.
It is on normal difficulty. I play all games on the same difficulty and they are balanced well for that, but this game is way too easy and simple. The higher difficulty levels are no good because they don't make it any deeper, they just make it more tedious.
The skill is just a chance to spot traps, and getting that skill high on one character doesn't make them good at spotting them. So it is better to have a low skill on all your characters and then someone will always spot a trap.
It does have to be pointless traps or 1 shot half your party. There is plenty of sensible room in the middle and most games achieve that. This doesn't.
I did play it a long time and studied it, and I think it sucks. Sorry.
That's the thing, it is my type of RPG. Yet I hate it. That's how bad it is. I can't list all the things that suck about it and why they suck because it would be the entire game. Everything about it is bad and done better in other games. You should go get MMX right now.And I can dig it if this isn't your type of RPG.
I don't think a few cutscenes here and there count as an emphasis on story. It has about as much plot as e.g. MM6 or Wiz8.Lords of Xulima has an strange emphasis on story. Things shouldn't be like this in a blobber. It was just a waste of time and resources.
It's probably cheaper than 3D of comparable quality. Just look at how much worse MMX looks, despite probably having a much larger budget.Seriously, what was the point in making it top-down instead of first-person?
It doesn't if you invest in relevant skills.And you can't run because it drains your resources fast
I will let you all know whether I'm wrong or you're wrong.
LoX gets REALLY repetitive closer to the endgame, after you beat all the brothers.
At this point, enemy life bloat seriously kicks in, and you are mostly fighting large groups of enemies as well. If you build your party well, it's actually not difficult at all, even easier than early or midgame, but those encounters take more time to do, so it can get boring fast.