I went back to LoL recently though, and absolutely loved it. I got stuck again though, this time because I couldn't fight my way past the snake-ghost-thingie in the Amazon tower... I guess I'll never see the end of that game
That critter turns up irregularly, especially when you stand still and try to rest. The best path of action in the ghost levels of the White Tower is rushing. Once you know where to go to, run, ignore enemies if possible, and if you MUST rest, get back out to level two.
Hah, my first time through (the floppy version back then) I played through to the end - and halfways through defeating Scotia, the game crashed. No matter how often I reinstalled or how many savegames I went back, the game always crashed at the same moment. I knew the end was near, so to say, so I shrugged and went on, but when I got the CD version later, it was my main motivation to replay the game. Well, no crash this time; Scotia died straight after the 'crash moment', and there was a short FMV and picture of the main character, and that was it. But I was still glad I had seen it.
When you're in the White Tower, Sorcha, you still have the siege of Yvel, the Catwalk Caverns and the Castle ahead of you. If you find the ghost snake too difficult, you might turn down game difficulty - you can switch between difficulty settings during a game if you want to.
@ Alrik: I found LoL2 a tad difficult at first, too - the element of chance was one thing. Once you get used to the involuntary shape shifting, you'll know to save often, and once you can control it better, things will be a lot better. And once you realize you needn't fight all the critters you meet, the game will become a lot easier - I had to go back a few save games after realizing this, but Luther's life became a breeze
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Usually, I'm not exactly fawning ower fancy FMVs/cutscenes. Some games just don't need them. The
ShadowCaster intro, for example, was a lot better in the floppy version - it was hand-drawn and looked professional. But the CD version had a shiny new 3D animation intro, which was not nearly as good (ShadowCaster was a Raven game based on the Wolf3D engine... a Fanatsy-themed game where you played a shapeshifter, another underdog). The Westwood games had, as a general rule, very good FMVs and cutscenes, especially those with real actors (something I usually don't like at all), and they lost a lot of their charm when EA disbanded the Westwood movie section along with the rest of the Las Vegas studio. Generals was a huge letdown in this regard.
In some games, cutscenes are necessary, and if they are badly made, it subtracts from the experience instead of adding to it.
The last game we coop-ed was Quake 2
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Yep, quoting myself there, because I forgot to add something... Q2 coop play was great, *unless* you picked one of the Cyborg player characters available with one of the addons (was it The Reckoning?) *and* your group split up for some reason or other. I suffered so many deaths by friendly fire because my mates just saw another Strogg turn up that I actually wrote a fanfic about it. And they ripped it off to make Quake 4 (just kidding here, but still, they might have done it, both my story and Q4 were based on the same concept, a logical conclusion from Q2).