Immortal
Arcane
I disagree with this review.. Waiting for Real Review by PoESucks63..
I disagree for 2 reasons. 1) This isn't a review for the "general audience" it's a review for the codex. 2) During production Sawyer said the game was being designed for hard and then tuned down for the easier difficulties. So that makes hard the designed experience.I would disagree with you there. I think most games should be reviewed on the Normal Difficulty, since that is the default difficulty meant to be played by the general public. It would be a plus for the reviewer to also play through a second time on other difficulties, but Normal should be the default for a review.
How quaint, this review has already been linked on the codex steam curator page.
Must keep the lie alive and the doritos flowing.
But again, these are minor nitpicks.
with only very few heavy-duty complaints that make the gameplay suffer.
Why do we have a Codex reviewer who is using the same kind of non-logic that Gamefaqs morons might use to tell you how old games suck and everyone on the Codex just has nostalgia? I'm not even opposed to the defense: I've been telling everyone for weeks that all this "IE was entirely different lol POE sux" stuff was often unfounded. But it's a stupid and ineffective argument to just tell people they don't remember IE games properly.
Where the review touched on legitimate points, like build balance, significance of attributes or poor itemisation, it doesn't even make any substantial arguments. I suppose it's a useful review for... um... people who never bothered to read any Codex threads? Not that it's exactly selling the Codex Standard to non-Codex readers, either, which some reviews tried to do.
Man, don't want to start a butthurt war with you Decado, my energies of "basement dweller, shitlord, grognard, Neanderthal that only like golden babies flying" (that people so charmly claim those who don't like PoE are) are spent and I don't have more will to drama but I think you exagerated a little, little bit here, don't you think?grumpy Calisca . . . oh Calisca, what you might have been! It takes big brass balls to make the obvious investment in this character and then kill her 30 minutes into the game but Obsidian isn't horsing around. I was momentarily upset, especially when I realized I would have to finish the dungeon with Heodan, but thankfully he also gets brutally murdered. Anyway, it is this kind of commitment that makes PoE stand out from a lot of other games: the willingness to go all George RR Martin on your ass and kill a character you actually like, in a pretty petty and meaningless way.
Tigranes said:I love POE but I have no idea what this review was meant to achieve at any level.
If you don't like the Real-time-with-pause (RTWP) mechanic, you will not like this game. Or rather, it is more accurate to say that PoE won’t really do anything to change your mind on whether or not the mechanic is any good. The fundamental aspects of the RTWP setup are all here, and in fact they are even more numerous than they are in the original IE games. RTWP seeks to create a middle ground between turn based combat and real time combat and it has survived -- if not necessarily thrived -- in this chapter of computer gaming because, if you know what you're doing, it really is a neat mechanic from which you can squeeze a lot of fun.
It takes big brass balls to make the obvious investment in this character and then kill her 30 minutes into the game but Obsidian isn't horsing around. I was momentarily upset, especially when I realized I would have to finish the dungeon with Heodan, but thankfully he also gets brutally murdered. Anyway, it is this kind of commitment that makes PoE stand out from a lot of other games: the willingness to go all George RR Martin on your ass and kill a character you actually like, in a pretty petty and meaningless way.
The engagement mechanic, essentially Obsidian's take on aggro, adds a crowd-control device that was missing from most of the Infinity Engine games
For my first playthrough, I had two melee fighters: Eder and my paladin, Victor, three if you count Sagani's useless fox. The rest of my party were ranged, with Aloth and Durance packing wands or scepters, Sagani on the bow, and Kana with his mighty arquebus. This usually meant putting Eder and Victor up front, Aloth lobbing the occasional spell, Durance being his badass self, and Sagani and Kana loosing projectiles. This set up gave me very good control over the battlefield, and I rarely had melee characters rushing past my own to engage my mage or ranged attackers. When this did happen, sometimes I was prepared and sometimes I wasn't, and my back-rank guys were sufficiently squishy to warrant my concern. For example, teleporting enemies will phase in behind your melee guys and simply wreak havoc on your spell casters, and guys like Aloth simply cannot handle the pounding -- he goes down like a sack of potatoes. Or, there are some instances where the sheer number of melee enemies, combined with a wide open space, can overwhelm Eder's engagement limit, sprint past the line, and start wailing on your dudes.
In PoE you have to actually care about party placement, and using chokepoints can often mean the difference between an easy win and a hard-fought slog. I rarely used consumables, but again this might be because I played the game on "Normal." By the end of things I had a trunkload of unused ingredients, mostly because I felt no great need to do anything with them.
Sagani's useless fox
The endurance/stamina system that Obsidian introduced here is nicely done, and presents a break from the traditional high/low HP mechanic -- a nod to Darklands, one of JE Sawyer's favorite games. It is not very intuitive at first -- much like DA:O, the number you need to care about in combat (in this case endurance) rapidly fills itself after each encounter; this makes endurance a short term resource, and health a long term one. But I only ever worried about health with the more frail, cloth-wearing members of my party because, based on their class, your front line tank-ish types will have more health than you know what to do with.
The resting mechanic is also a nice touch, but I have found this to be a contentious opinion among some who have played PoE, chiefly because they found that it didn't impact the difficulty of the game. As a resource management mechanic, it was serious enough to warrant my attention, but not something about which I had to constantly fret. I like this, other players may not. The biggest threat to running out of camping supplies is not some Betrayal at Krondor game-ending scenario where you are stuck in a dungeon with no way out, no way to rest, and no way to proceed through the level. If you run out of supplies, the worst thing that happens is that you have to backtrack to another location where you can buy them . . . but that's bad enough, for me. My supreme hatred of this kind of meta-gaming back-and-forth presents enough of an incentive for me to be judicious in my use of supplies.
The distinction between per-rest and per-encounter abilities mirrors the health/endurance mechanic in that you should be balancing your use of less-powerful per-encounter abilities against the more-powerful per-rest abilities. At least, this is how it supposed to work in theory but, aside from spells, I rarely wound up in a situation where I wanted to use a per-rest ability but couldn't. And in fact, it seems like per-encounter abilities are always going to be a better bet than per-rest ones, if you have to choose, because it all comes down to combat, and combat is won in the short term. A lot of this boils down to the game becoming too easy later on, but more on that in a moment.
If BGII suffered from any poor design choices, it was the one that allowed you to rest almost anywhere you wanted, whenever you wanted. This effectively neutered any kind of resource scarcity, since you didn't have to worry about your hit points or spells over the long term. The only thing you had to care about was making it through the current fight, after which you could rest for free and get all your spells back. PoE's attempt to fix this problem with camping supplies and per-rest/per-encounter abilities succeeds, most of the time, but it strikes me as something highly dependent upon difficulty level.
Encounter design is another area in which there seems to be some profound . . . agitation. I do not agree with some of the Codex complaints that encounter design in PoE was uniformly terrible, though I will say that my above formula with Eder up front made most encounters start -- and end -- the same way. It also doesn’t help that the guy is nigh unkillable. Anyway, sometimes you will stumble into a horde of enemies completely unprepared, but there are also some instances where a careful reading of the terrain will announce an upcoming fight (say, the sewers under Raedric's Hold), and you are rewarded for positioning your party and dropping down (the limited selection of) pre-fight buffs. The two fights against Raedric, and the two dragons in the Paths of Od Nua, are examples of tough encounters that will really test your mettle; on the other hand, fights against the game's main antagonist organization are frequently underwhelming, if not completely cheesy. And sometimes the game is guilty of simply throwing enemies at you in a way that feels lazy. But overall, encounters rarely left me me bored, and they were frequently exciting and challenging, which is the best I can declare about any video game combat, really. I have to say, I don't get all the disgruntled grumbling about the game's encounter design.
They really nailed the old-school feel of the IE combat systems
Durance is an awesome character, and he represents the epitome of what Obsidian and company are good at when they can get out of their own way. He is by turns funny, nasty, rotten, mean, generous, spirited, violent, and helpful. He is fascinating precisely because I don't think there is another character I've played in a game (ever) that he feels similar too. They managed to write him so that he does not feel schizophrenic, and his background is presented in a way that is -- despite all of the character's entrenched nastiness -- oddly sympathetic. His voice acting is the best in the game (supposedly provided by Patrick Seitz, but I can't confirm that), perhaps one of the best I've ever heard in a game, period.
A lot of people have been going on about Durance and Grieving Mother, precisely because they are great examples of terrific character writing combined with sensible pacing, a sense of awareness, and a great voice acting. Like most non-AAA developers, Obsidian can't afford to get a Patrick Stewart or a Gary Oldman to voice a character, but that's actually a good thing. Nothing against P-Stew or Dracula, but they aren't really professional voice actors, at least not like the guy who makes a living reading terribly shitty translated anime dialog . . . and these are exactly the type of people who can get into the head of a wide-eyed religious fanatic without overselling the whole thing. And while Durance sounds great, it bears noting that all of the voice acting is excellent.
RPG veterans will likely find the main story a bit flavorless. I was disappointed here because while there are tinges of "Chosen One" nonsense in the beginning of the game that go in a slightly different direction than you might expect, it ends up being a rather banal climax. It is interesting that you are not the only Watcher, that being a Watcher is a phenomenon that exists in the world apart from you, but it is still a bit too "special" to shake off the trope entirely. Obsidian does some really interesting stuff with regards to souls, memories of previous lives, and the blurring of different personalities over time. The Hollowborn plot itself is also pretty damned good, and dark to boot -- babies born without souls, and the panic that follows? Great stuff, appropriate to the setting and utilized to give other characters (like Durance, who sees no problem with killing Hollowborn babies) some added dramatic heft. Side quests are cool and engaging, and your companion’s quests -- Kana, Durance and Eder specifically -- are well-written, spaced out, and important enough to matter. Except for some blandness in the main narrative, and the occasional over-reliance on adjectives and info dumps, this is solid writing and certainly better than what you get in most modern games.
How quaint, this review has already been linked on the codex steam curator page.
I notice too its the only review linked by the rpgcodex curator , the evil roxxor review was never linked curiously .
You mean Infinitron's Steam Curator Page.I too agree that this review being linked to the steam curator page is bad form. Roxor's review came first, if its not up to some secret Codex standard, then the staff should come clean with those standards so the rest of us can take part in this magnificent corporate codex experience.
Luckily we have the Real RPG Codex Steam Group.Link to the real review in case anybody wants to read it.
How quaint, this review has already been linked on the codex steam curator page.I notice too its the only review linked by the rpgcodex curator , the evil roxxor review was never linked curiously .You mean Infinitron's Steam Curator Page.I too agree that this review being linked to the steam curator page is bad form. Roxor's review came first, if its not up to some secret Codex standard, then the staff should come clean with those standards so the rest of us can take part in this magnificent corporate codex experience.
If Infinitron doesn't approve of something then it won't be linked in the codex curator page. And Infinitron is a huge Sawyer fanboy. There you have it.
But it's a stupid and ineffective argument to just tell people they don't remember IE games properly..
But it's the one the game and the fanboys deserved,You use DECADO of all people as a VD replacement?
FFS
That is not the positive review I wanted
Exactly.Encounter design might be fine if you don't care that much about combat or encounter design, but for most of the people that do care - it sucks. The major thing that the game lacks that the Infinity Engine games did well was setpiece encounters and unique/named enemies. It did feel more in line with the Icewind Dale games in this regard but with another large step towards the popamole. I would even go as far to say that most of the designers for the game don't care very much about encounter design, which is a real shame.