Ergonpandilus
The Preacher
How about Age of Decadence? Anyone anticipating that? Or know anything about it, like when it will be released?
Not really "anticipating", but still interested in it. Same goes for Broken Hourglass.
How about Age of Decadence? Anyone anticipating that? Or know anything about it, like when it will be released?
I completely dropped the habit of anticipating games...
I don't understand huge appreciation for The Witcher. I found it very uneven, tedious, and plain boring at times.
High point was the cut scenes at the end of chapter 1. Fantastic! Yet followed with a horrible boss battle. The rest of the story was OK, but got progressively squirrelly. And the end segment was a WTF moment.
Also, fantastic was the atmosphere, music, and general world design.
Low points: infinite monster spawning, limited inventory, super slow loading times, lots of back and forth, simplistic combat and character development/skill set. All of this is 80% of the time playing the game, sadly….
Some interesting choices and consequences help to fill in the middle ground.
The sex cards were mildy amusing in a very sophomoric fashion, though just a gimmick.
Technically, I experienced very few glitches and bugs with enhanced director's cut version.. So I rank very good there, but the terribly LONG load times drops it down notch to just good.
In summary, artistry - mostly great; gameplay - mediocre; technical - good.
Since I haven't played G3, Fallout 3, nor Two Worlds, that leaves DX:HR as the one from the list to anticipate most.
1. it fails at the most basic principle of all rpgs - character specialization. It doesn't have any, you play a witcher (witch by itself is really not the problem) but there is no possibilty to specialize him. You will need all the sword fighting techniques to win the game, you cannot just focus on one of them. At the end of the game you will always be more or less the same witcher. Even the most mediocre action rpgs beat witcher at that..
2. character development and the rules the game is based on are very shallow and on top absolutley nontransparent, it greatly subtracts from any serious planing or tactical decisions during the course of the game and your character growth.
3. combat is just about clicking at the right time with some magics (aka signs) and alchemy. Alchemy is the only thing that adds some kind of tactical depth to the first parts of the game, but later on it becomes very stereotypical.
Sure it has a decent story, some nice choices and consequences in dialogues, but all in all I was very disapointed after finishing the game. I was expecting a decent rpg, but i ended up with something that from my point of view doesn't even deserve to be allowed to put the term rpg on its box.
Yes the timing icon was an ugly blund in the design of this game. Myself I don't think that hard is enough to solve the fight design problem. The point is even in hard it's easy to learn synch on sound for a blind (and boring) focus on timed hit chained. You won't win the most difficult fights with this technic but you'll did it for most fights. That's enough to make fights somehow boring.…
What difficulty level did you play on? I'm guessing 'Normal', right? CDProjekt made the mistake of making Normal too easy imo, The Witcher is really meant to be played on Hard. You have to use tactics to a much greater degree on Hard, and the sword timing icon, which was a terrible idea to begin with, is not present on that difficulty level.
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It is far to be a perfect game but most best RPG have major weakness when compared to all other RPG available. It's also a matter of what is more important or less important for you, that's the main reason of preferences differences.Well to each his own, every great game has a harcore minority dissenter.
I still hold that alchemy is only critical in the first chapter or so before you can beef up you magic skills, even in hard difficulty. WITH exceptions being the required cat potions in dark caves/dungeons, and a few boss encounters. Your mileage may vary, depending on how you build your character. Mine was more focussed on mage skills, that made potions that help with close melee combat in 99% of encounters unnecessary.
Sure, it was very story driven. Some good twists, too. It's just that the story fell apart at the climax, for me at least (in particular, the motivations of the main antagonist). And what happened to Alvin? However, the little sub-plots and characters along the way were fun, except for the despicable community in the outskirts village.