Alright.... I'm rested now from those draining 90 minutes I played yesterday.
So here is the thing:
I knew it was going to be a buggy mess. But I'm used to buggy messes. Hell, I grew up playing Ultima Online on server emulators. Now that's a way to instill patience into someone.
But this game? Holy macaroni! I'll keep it short cause I'll go back in now, but let me say it like this:
I bought ActivisionBlizzard stocks last week and that was the second worst investment I made lately.
Let me start with the good:
+ Sound design is nice
+ Room designs are good (not the level design itself, that's linear as fuck so far)
+ The german voice acting is actually pretty good - in fact Cabirus is much better
The neutral:
~ Mantling doesn't fuck with the level design as much as I expected it would - though it solves a LOT of problems and I'm not sure if it's supposed to. The broken stairs in Pluto's Gate, that make everyone stack crates to get up? Just run and grab the ledge. I mean that's not a problem. It just feels a bit cheap. At one point (right before you get to the portals) I also climbed off the map into a small unpolished area. But overall nothing bad.
~ The art design - source of much anger prior to the alpha/beta - is the least of this game's problems. In fact, I still think it's okay. It breaks apart on characters and that leads us to...
The bad, dare I say abysmal? Haha, get it? Yeah, the rest of the game is about as good as that joke. I'm not entirely sure where to start. A lot of this stuff has already been said. Anyway:
- The lizardman look like muppets. It's their bigass mouth that does it. Had they chosen
a slicker design, this would be less of a problem. But then it doesn't fit with the cartoony style anymore. So there is your problem with the art design. It is actually limitting.
- some audio sources aren't removed properly. Both a burning door and that weird alien brain thing in ishtaars challenge left an ambience sound (crackling fire and a weird jingly sound) long after they were gone.
- speaking of "gone" when I fired arrows at the brain thing it just disappeard. No death animation whatsoever.
- AI runs into walls and doesn't react properly when you stab it in the ass. The problem with AI is not even that it's stupid. I mean how smart do you have to be, to see the player, run up to him and kick his ass. The thing is, it is absolutely unpredictable. So you can't plan around that. You can distract it, but it's just as fidgety as the rest of the game. Sometimes it reacts, sometimes it doesn't. Sometimes it sees you and does a marathon run around the level to come and punch your face in.
- Combat is meh. From what I've seen so far there is no real indication of a stamina system, which is fine, though it basically comes down to just whooping the enemies asses as fast as possible. Here is a design thing though: Attack cancelation is very unclear. I attacked a skeleton archer at one point and (at least with the fast strikes) it put the guy into the damage animation, however it did not cancel him drawing his bow. So the effect was: He'd not cancel his attack. He'd fire arrows every 2-3 seconds, no matter what. Now for example in Dark Souls (and most other games featuring archers), there is a whole strategy behind attack cancelation. If you attack an archer in melee combat there, the guy's done - as he should be. You run up to him with the strategy to entangle him in a combat situation where he can't use his weapon properly. That's the strategy people follow and that makes sense. He doesn't twitch out of his damage animation to fire arrows and kill you.
- Another design thing: Fire. Yes it is fun for the first 5 minutes, but I found myself just burning doors left and right, not even checking if they were open or not. And why would I? There are no reprecussions for breaking doors. There was a lengthy discussion about this in the Monomyth thread a while ago and now I completely get the point
RatTower was trying to make. If there is no consequence or requirement for breaking doors, you will fuckin
always do it. It's like removing an obstacle. Why wouldn't you?
- Holes in the environment. Holes everywhere. Hey maybe they didn't know this but Unity got a really nifty vertext snapping tool to avoid slits between your modular level parts. But those are just the minor immersion breakers. The real problem are uneven walls like in caves. I can see through those everywhere. Especially when I look up. It's basically a sign that level building was done very quickly (in the last few months)
- Collision isn't properly set up on some walls. In plutos gate (the part with the chandelier) there is a wall that lets you jump out of the level into a white nothingness.
- The movement is strange and sluggish. Especially in water.
- Sometimes it just switches back to the english voices
That's all I can think of right now.
Mind you, I just entered Marcaul, so this was the most polished part of the game I'm afraid.
Now I'm kinda pumped to play it again, but it is more of a sick curiosity about what's going to break next.
I said I'd finish this game. But essentially this will be up to the main loop of doing missions, so I'm not even sure.
Hell, to think I could have saved this cash for Dragon Quest 11 or just played Avernum, which was on sale this week. Shit, I could have even bought Grimoire! But whatever.
The good
Curratum was wise enough to get rid of his key and invested the money into better games.
Godspeed man, you enjoy what you bought with those $15 dollars! Cause I know I won't.