Deep roads. FUCKING deep roads. The whole dwarf city part was stupid imo
Deep roads. FUCKING deep roads. The whole dwarf city part was stupid imo
Re. Drox Operative, I enjoyed the demo to the extent that it's on my "buy" list. I did find it a bit of a pity that the random enemies you kill in basic missions don't have any character or motivation, given that the rest of the races have lives of their own whether you choose to intervene or not. It's only a minor quibble - the game is pretty neat.
Re. Total War, maybe if someone gifted it to you it'd show up in your account, and you could buy them something of equal value? You're probably better off doing this with someone who isn't paying crazy European prices - it's showing as 30 euro for me.
Edit - if the versions other vendors sell are Steam keys, that sounds like a much better option.
Yeah, I know that people usually hate the Deep Roads and the Fade, but I honestly don't have bad memories of them (nor good memories, though - I really don't quite remember them). But, as I said, I'm playing on easy, using all the DLC overpowered items... I'm not playing this for any gameplay challenge, just to see the story unfold and discover things I missed earlier. If anything gets annoying, I'll just turn god mode on or something.
I liked the Fade. It was not unlike some of the dungeons of Mask of the Betrayer, but, y'know, with a far better GUI.
The Fade was pretty good I thought. The Deep Roads, it's not as bad as some people make out but until you start getting to some of the ruins it's pretty unremarkable and samey.
While deep roads pissed me greatly (especially as I decided to take that stupid dwarf with me.) the fade was pretty fun. didn't know people hated it.
and the storyline during that quest is the same. it was really a chore to go through the whole section even the ruins.
The reason why people hate the Fade is because it's only really fun the first time around. Then again, I'm the only person in the world who liked the Deep Roads.
Granted, the illusion was spoiled on account of me being a godlike being incapable of being harmed by any of them but as far as lore and design went they remain excellent. Obviously a Mines of Moria Rip Off, but they really felt like the Mines of Moria which is a damn fine achivement.
The Fade was great first time round but once you know the tricks it's a bit of a bore. A lot of the intial appeal comes from the WTF element of it all, it nicley ties in with the narrative and is generally disorientating and interesting to work out, but second time round it's just "The Fade bit", a chore to be completed as quickly as possible.
My least favourite part is the mountain fortress before Andraste's Ashes. Takes so long without much pay off. Also the drakes there make it irritating if you're not up to a decent level.
The Bracillian Forest, Tower, Redcliffe, Orzammar and bit before the Landsmeet are top notch RPGing in my opinion though.
The second one doesn't match up to the first. It was enjoyable if you tried not to think of it as a sequel, because as a sequel it made no sense, but on it's own it aint too bad.
I only played about an hour or two of Gothic 3, I keep restarting it then going onto other games.
Been delving into the last Humble Bundle. Thoughts below.
Thomas Was Alone: Was what I bought the bundle for. Really enjoyed its four or so hours. Not without its flaws; the controls/clipping were a little finicky on occasion (this was a minor issue that only cause annoyance on a couple of occasions), bits with mechanics other games had done a bit tighter (hello VVVVVV) had me wondering why they were there and the pacing was slightly off with most of the particularly satisfying puzzles (the ones where you say "a-ha!") being concentrated in the middle part of the game with the start being a bit too easy and the very last section feeling a bit like it had run out of ideas and was really on padding out the mechanics and hoping charm would see it through. Fortunately charm is what the game has in abundance. The writing is great, managing to imbue simple shapes with distinct characters and the narrative's simplicity won me over. It would have been all too easy to pull a Braid and try and make some grand statement that perhaps the narrative wasn't quite capable of holding up, but keeping things straightforward was definitely a strength here rather than a weakness. Worth the price of admission and would definitely recommend it.
Little Inferno - Err, the art is cure I guess. I'm sure it has something to say and it might do it well but the fact that I liked World of Goo isn't enough to see me drudge through the turgid experience of chucking things in the fire, buying more stuff etc. It's the gradual upgrade thing that Porpentine was having a go at in the free indie games column this weekend and while I have nothing particularly against it I need something a bit more engaging to keep me interested.
English Country Tune - In terms of mechanics it's the best thing in the bundle but by far lacks the character of the two previously mentioned games, coming off as rather sterile in comparison. Doesn't matter though, the puzzles are excellent. I sense it's a game that is going to get too difficult for me sooner rather than later, but for now I'm enjoying the constant drip feed of making me feel clever and it's quite relaxing having a go at a few puzzles, leaving it for a while when stuck and coming back to it a few days later. Can certainly see me playing this on and off for a while and even if I do hit the difficulty ceiling it'll still have been well worth playing.
Capzised - Hated it. Found it an awkward bastard to control. In the interests of positivity, the art is rather pretty.
Intrusion 2 -- Seems I don't like arcade platform shooters with mouse aim. Easy enough to control this time, just found it boring.
Still to try the other things in there, there's a couple that I'm not interested in at all but I am intrigued about Dear Esther after how divided opinions on it have been.
*** Notes on number of posssibilities ***
Normal MasterMind has 6^4 = 1296 possibilities, and 10 guesses
Hells has 9^4 = 6561 possibilities.
Notes: The player can learn some additional info about what things the demon will pick:
- he never chooses Avernus, the first plane of hell - 8^4 = 4096 possibilities
- he never chooses a duplicate in his combination - 9P4 = 3024 possibilities
- he will always choose Nessus, the last plane of hell, first - 9^3 = 729 possibilities
With all info this becomes 7P3 = 210 possibilities
The main problem with the Fade section is, like most things in Dragon Age, it's a bit long. Most parts of the game went on just a little bit too long. Not by much, but enough to notice.
I can't remember having a strong opinion on the Deep Roads, apart from when you get near the end where it had good atmosphere. I was surprised by how hated it was. But then, I think I enjoyed playing the game more than most.
Orzammar is potentially interesting. The dwarf culture is rather interesting. It is fairly easy to miss, though, if you don't like dwarfs much in video games, like me. But playing the two dwarf origins made me more interested and I was impressed with the ideas.
I should replay it. I rather enjoyed it, except I played it during a period of time where I couldn't concentrate for very long. More focus would probably make it even more enjoyable.
Thirty hours into my S.P.A.Z. replay. I don't feel quite ready for the inner core, but most of the outer systems are pushovers now, so it's starting to feel kind of grindy.
Orzammar/the Deep Roads were far and away my favourite part of DA:O. They are the only bit that has stuck with me. The seeming endlessness/getting lost/unrelenting foreboding atmosphere of the Deep Roads evoked something that I rarely get from modern games. About a quarter of the way through the area I started thinking 'this cannot possibly go on for much longer?'. It all just worked so well in the context of the zone to create an unforgiving, bleak environment that actually felt unforgiving and bleak in the context of the game mechanics. It all just made so much sense in terms of the environment.
Anyway, that and the attention to detail in Orzammar were absolute standouts for me, creating underground environments that felt completely informed by what wandering around beneath miles of stone, in the bowels of the earth, would actually feel like. Was surprised to later discover that everyone else seemed to hate those sections.
Finally got around to repairing an old-but-expensive pair of headphones today. Proteus seemed a good way to celebrate.
As far I can tell, the goal of the game is to chase nondescript woodland creatures into the ocean. It's really quite lovely.