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Risen 3: Titan Lords

Revenant

Guest
Have you forgotten the last act with the endless fights against lizardmen and the zelda-like endboss? His would suggest they first copied the Gothic formula without understanding it and then "improved" it. it is copying without understanding or else Risen 1 would have amplified the strengtha of the Gothic formula and avoided the weaknesses.
When a game has a perfect combat system like Risen 1 does, a prolonged dungeon crawling endgame isn't necessarily a bad thing, especially when Risen 1 almost managed to pull off a decent endgame dungeon as well. Bringing up one final boss which constitutes, like, 0,01% of game content also quite isn't fair criticism.
 

adddeed

Arcane
Possibly Retarded
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Yeah, i've had enough of solving quests and talking in the first chapters, was time for some ass kicking in the end and putting all the stuff i learned to good use. I enjoyed Risen 1 endgame.
 

aleph

Arcane
Joined
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When a game has a perfect combat system like Risen 1 does, a prolonged dungeon crawling endgame isn't necessarily a bad thing, especially when Risen 1 almost managed to pull off a decent endgame dungeon as well.

:what:

There are worse endgames then Risen's but claiming it is almost decent takes it too far.
 

undecaf

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Shadorwun: Hong Kong Divinity: Original Sin 2
I believe that a lot of game developers around the time Risen 2 was being developed believed that Mass Effect-like games were the future of the RPG.

Extrapolate.

(today they believe Skyrim-like games are, trolololol)

Either way and the future is still fucked.
 

Zombra

An iron rock in the river of blood and evil
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Yeah, i've had enough of solving quests and talking in the first chapters, was time for some ass kicking in the end and putting all the stuff i learned to good use. I enjoyed Risen 1 endgame.
Eh. I'm glad you liked it, but drastically changing the format of any game 2/3 of the way through is a terrible idea. And of course it goes without saying that that end boss requires none of the stuff you learned for the past 30 hours, instead demanding that you develop an entirely new skill set in the blink of an eye, not to mention throwing out any choices you made in building your character.

When a game has a perfect combat system like Risen 1 does, a prolonged dungeon crawling endgame isn't necessarily a bad thing, especially when Risen 1 almost managed to pull off a decent endgame dungeon as well.
The final boss aside, what disappointed me so much about the ending was the elimination of the questing, exploration, and overall freedom that made the game so interesting. I liked the combat too, but the removal of everything else was a huge letdown.
 

Revenant

Guest
But this is the usual state of affairs with Western RPGs - the beginning of the game consists of NPC interaction, learning what you have to do, while towards the end you delve into the dungeons of the big bad guy. Heck, even Ultima IV has this format. It's just that in PB games this format takes the extreme form, but it isn't bad in and of itself.

Also, would the codexers finally stop sperging over the boss of Risen 1. No really, that boss takes 15-30 minutes to beat, as opposed to dozens of hours of preceding gameplay. Nothing wrong with trolling players once in a while.
 

Zombra

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But this is the usual state of affairs with Western RPGs - the beginning of the game consists of NPC interaction, learning what you have to do, while towards the end you delve into the dungeons of the big bad guy. Heck, even Ultima IV has this format. It's just that in PB games this format takes the extreme form, but it isn't bad in and of itself.
I don't know about standardized formats. I only know that Risen's final act was a big disappointment. I never said to myself, "Wait a minute, why is this suddenly so much less fun?", when playing Ultima IV. Of course, my tastes back then weren't exactly sophisticated so you may be right.

Also, would the codexers finally stop sperging over the boss of Risen 1.
No. It fucking sucked. Shout it from the rooftops.
 

sea

inXile Entertainment
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I think the length of Risen's endgame is overstated. There is dungeon-crawling, but it's not like the game abandons its open-world elements until the very end, and then that's maybe what, 2-3 hours of gameplay? It seemed appropriate and was justified well enough in the story, so it didn't bother me.
 

ZagorTeNej

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Have you forgotten the last act with the endless fights against lizardmen and the zelda-like endboss? His would suggest they first copied the Gothic formula without understanding it and then "improved" it. it is copying without understanding or else Risen 1 would have amplified the strengtha of the Gothic formula and avoided the weaknesses.

I actually enjoyed Risen's last chapters more compared to Gothic 1 (orcs/possessed templars/fetch quests for Xardas) and Gothic 2 (dragonz) for various reasons:

-I think Risen had the best combat system of PB games which is crucial given that PB games become more and more combat heavy towards the end.

-Your armor/stats don't make you ultra powerful even in the end, you can become very formidable but lizards still posses a legit threat (can still take large chunk of your health, can take a punch and have pretty good AI).

-There are some decent (for this type of game) puzzles in end dungeons requiring you to use levitation and bow and arrow.


Sure, the last boss is ridiculous (both the fight itself and the fact that your char build becomes irrelevant) but that hardly makes or breaks the game for me (as the fight is relatively short and not particulary challenging). Besides you could argue that Mendoza is the real end boss, the Titan is just a walking natural disaster you can only battle/prevent with specific tools (given that you're a mere human).

I am half-convinced if Piranha Bytes would not have needed money and to regain some fan favor after the Gothic III fiasco we would have gotten a Risen 2 immediately.

Possibly but whatever the case I think it's clear that PB should stick to their Gothic formula, whenever they go outside their comfort zone (whether trying to imitate Bethesda or Bioware) the end result is pretty lackluster.
 

aleph

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Possibly but whatever the case I think it's clear that PB should stick to their Gothic formula, whenever they go outside their comfort zone (whether trying to imitate Bethesda or Bioware) the end result is pretty lackluster.

I don't think anyone in his right mind disputes that.
 

CreamyBlood

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1,392
I didn't mind the end game as much as some. Yes, it was a bit of a slog but I liked the dungeon design and encounters for the most part.

I think what would have helped the game is if they'd somehow interpsersed more dungeons with the rest of the game instead of tacking them all on at the end.

As for the big boss at the end I tried killing him for about half an hour, couldn't figure it out, probably because I don't play console games.

I went on Youtube and watched someone else kill it.
 

Roguey

Codex Staff
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A problem is if you click on an opponent, even if it is several meters away, cour character will run to this enemy and strike. Then you rolll to the left or right and attack the next opponent. The same goes for the opponents. I ran by a sleeping scavenger during night and it immediatly woke up and jumped at me even though I already was away several meters. If you are struck like this your character will be kicked, which feels a bit like being catapulted away from the opponent and will cause a short stun as you are locked in an animation. This somewhat feels like the Batman Arkham Asylum combat system.
Cargo cultists copying another cargo cult. Bravo, GRBG men.
 

DalekFlay

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I didn't mind the end game as much as some. Yes, it was a bit of a slog but I liked the dungeon design and encounters for the most part.

I think what would have helped the game is if they'd somehow interpsersed more dungeons with the rest of the game instead of tacking them all on at the end.

As for the big boss at the end I tried killing him for about half an hour, couldn't figure it out, probably because I don't play console games.

I went on Youtube and watched someone else kill it.

Pretty much.
 

ERYFKRAD

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What's wrong with instant heal?
Dumbing down compared to gothic, where you had to retreat, find a safe place, open an inventory, drink the potion and hope that no one interrupts the drinking animation.

In risen 2 they did away with the animations, so...
 

Zombra

An iron rock in the river of blood and evil
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What's wrong with instant heal?
It completely changes the dynamic of combat. Hit avoidance is no longer an issue as long as you have a lot of jerky in your backpack. Tension is dissolved. Meaning is lost. Nothing matters any more.

stock-photo-9313789-poison.jpg
 

HiddenX

The Elder Spy
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Divinity: Original Sin Shadorwun: Hong Kong
Healing potions/scrolls are only okay if they are rare and/or expensive or very difficult to make via alchemy.

An animation that costs time or action points enhances the immersion, so I don't like word instant = zero time in this context at all.
 

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