Great game, though not quite perfect *** Spoilers ***
Posted: July 18th, 2010, 12:46 pm
I just finished playing the game one time through. Overall, fantastic game. Excellent use of atmosphere. The wide empty spaces. Dark dungeons. Westwillow was a great idea. But, I'm left with the feeling that the game is, well, a little unfinished.
In no particular order...
* Autowalk... would be nice to be able to point to a destination, and have the character go there. Which would be helped by:
* Be able to view the rest of the map, instead of forcing the display to center on the current character.
* Which would require that we hide parts of the map that aren't in visual view from your current location. Makes figuring out dungeons etc much easier when you can see what you're going to be running into. I can't imagine this being too difficult, the minimap updates itself based on what you should be able to see, not on the contents of the main screen.
* Smarter foes. They hardly ever act as a group. You can typically cause them to separate, and pick them off one by one.
* Also, you attack them, then disappear for a little while (though hide in shadows), and then they just lose interest in you, as though you'd never been there. This is especially true between saving and loading: NPCs forget what they were doing. Perhaps those in your immediate vicinity should not?
* Magic using NPCs.
* Healing NPCs. The first borehead I killed, I was able to sleep and regenerate my mana, return, and continue from where I had last left off.
* Two new difficulty options: can't save with enemies nearby, and autosave into quicksave slot when you're poisoned or diseased.
* Alchemy in the heat of battle? Why should this be possible?
* Spells that take multiple turns to cast.
* More signs of sentient life in the world. Farms, maybe?
* Enemies smart enough to avoid hostile terrain. General Ghorr seemed perfectly happy to stand in a lava square and attack.
* Too static a story. The player seems to be the only agent capable of affecting the world. Not that I expect NPCs to run around and visibly do things, but the story could be constructed such that actions you take affect the world at a macro level. I think the only example of that in the game (which I didn't experience myself, but saw mention in the forums) was taking all the wolf pups would result in a snow wolf invasion.
* Enemy magic users.
* Better recipe book. I spent 750 to get all recipes, but then I had to look into the forums to figure out exactly what they did.
* Game seems to favor some weapons far more than others. Kill boreheads, get an awesome axe. Takes a while to get other special weapons. You don't even get the named sword until talushorn.
* And trainers. No piercing weapon trainer? If there isn't, there should be an achievement related to this.
* The level advancement exploit: keep off hitting the + button until you're in a jam, hit it, and then suddenly have all your points back. Then continue kicking ass. Works even in the middle of a battle.
As I wrote this list, I could clearly see the tradeoffs BW has had to make. Unlike most other turn based RPG games I've encountered, encounters are not controlled. You don't go into a special battle mode. Which makes it more difficult to control what the character does when enemies are encountered. Making a skill based system work seems harder than a class based one, but is much more fun for the flexibility it offers. (My character was not that well put together, a cleaving cleric with an interest in alchemy and bows. Too spread out.) The game became remarkably different post Port Kuudad. Until Port Kuudad, there were lots of characters willing to give you little jobs and quests. This nearly dries up after you get done with Port Kuudad. I think I got only three or four quests the rest of the game.
I really hope Book II does well enough for BW to be able to justify Book III.
In no particular order...
* Autowalk... would be nice to be able to point to a destination, and have the character go there. Which would be helped by:
* Be able to view the rest of the map, instead of forcing the display to center on the current character.
* Which would require that we hide parts of the map that aren't in visual view from your current location. Makes figuring out dungeons etc much easier when you can see what you're going to be running into. I can't imagine this being too difficult, the minimap updates itself based on what you should be able to see, not on the contents of the main screen.
* Smarter foes. They hardly ever act as a group. You can typically cause them to separate, and pick them off one by one.
* Also, you attack them, then disappear for a little while (though hide in shadows), and then they just lose interest in you, as though you'd never been there. This is especially true between saving and loading: NPCs forget what they were doing. Perhaps those in your immediate vicinity should not?
* Magic using NPCs.
* Healing NPCs. The first borehead I killed, I was able to sleep and regenerate my mana, return, and continue from where I had last left off.
* Two new difficulty options: can't save with enemies nearby, and autosave into quicksave slot when you're poisoned or diseased.
* Alchemy in the heat of battle? Why should this be possible?
* Spells that take multiple turns to cast.
* More signs of sentient life in the world. Farms, maybe?
* Enemies smart enough to avoid hostile terrain. General Ghorr seemed perfectly happy to stand in a lava square and attack.
* Too static a story. The player seems to be the only agent capable of affecting the world. Not that I expect NPCs to run around and visibly do things, but the story could be constructed such that actions you take affect the world at a macro level. I think the only example of that in the game (which I didn't experience myself, but saw mention in the forums) was taking all the wolf pups would result in a snow wolf invasion.
* Enemy magic users.
* Better recipe book. I spent 750 to get all recipes, but then I had to look into the forums to figure out exactly what they did.
* Game seems to favor some weapons far more than others. Kill boreheads, get an awesome axe. Takes a while to get other special weapons. You don't even get the named sword until talushorn.
* And trainers. No piercing weapon trainer? If there isn't, there should be an achievement related to this.
* The level advancement exploit: keep off hitting the + button until you're in a jam, hit it, and then suddenly have all your points back. Then continue kicking ass. Works even in the middle of a battle.
As I wrote this list, I could clearly see the tradeoffs BW has had to make. Unlike most other turn based RPG games I've encountered, encounters are not controlled. You don't go into a special battle mode. Which makes it more difficult to control what the character does when enemies are encountered. Making a skill based system work seems harder than a class based one, but is much more fun for the flexibility it offers. (My character was not that well put together, a cleaving cleric with an interest in alchemy and bows. Too spread out.) The game became remarkably different post Port Kuudad. Until Port Kuudad, there were lots of characters willing to give you little jobs and quests. This nearly dries up after you get done with Port Kuudad. I think I got only three or four quests the rest of the game.
I really hope Book II does well enough for BW to be able to justify Book III.