Opinions on Book III (SPOILERS)
Posted: July 10th, 2014, 2:26 pm
Currently I am at the battle between Erubor and Malkur, though I don't think I can finish the game which Is why I am going ahead and making this post before finishing. I cannot complete it because I did not expect the game to end at Karamiklan, and so I had not prepared my character enough to be victorious at the battle. I am a mage that had no mana potions and no alchemy because I was planning on purchasing it later. I did find a mana potion where the caravan was, though it was still not enough and the time taken caused my side to be very behind in the battle. I cannot go back to right before the battle because the save I made right before Karamiklan I accidentally have overwritten. Any previous save is very far away. Autosave still hasn't been implemented?
So I'm going to say that in my opinion Book III was quite a step back from Book II. Above is just one example of why. In Book I and II, you knew what your goal was. There could be surprises, but you always knew you were stepping into something big when you were stepping into something big. But in Book III it feels like there should be more (There is only two main-line quests? Lilith and Karamiklan?) and so I was not able to prepare myself for the final battle and so couldn't complete the game. I didn't even get to finish exploring or go back to finish up quests such as edgar and the flowering tree. The end was much too close to other elements.
The game felt quite a bit more linear. If it wasn't for the loop around Rockhammer it would be. In Book II for example, you can go from Eastwillow to Port Edon if you can (though you can't get to Picaroon), and am pretty sure you can go up North as long as you have a citizen writ before you even make it to Port Kuudad. You could go through Farrock and never even pass through Everdale. In Book III that loop is the only thing sparing it from being linear, and it certainly doesn't feel like it is helping that much. In fact it felt there was a lot less areas than Book II and even less than Book I, which were both small games to begin with.
Book II still remains my favorite musically. Book II was a step up from Book I in the main theme improving the tambre and being less simple, with more to it that fit in extremely well. Book III tried to do that as well, but it ended up deviating away too much and lost a lot from that.
Book III feels like a step back graphically as well. The menu screen of Book II wasn't my favorite. It reminded me of the skull in Tyrian2000; it felt completely out of place. But Book III is worse. It just looks like a picture designed for an MMORPG targeted at 10 year olds with their parent's credit cards. I really don't like it. It doesn't fit in with the traditional fantasy feel of the game. Some of the UI looked like it didn't fit in as well as it did in Book II either.
I really didn't like the whole "You found a secret area!" thing either. I really, really like the secrets and that they were more numerous in Book III. When I find them I think "Ah, clever!" but having that whole secret area thing in Book III makes me not feel like that. Its just "Oh, another one of those secret area things." Feels more like the opening picture that I just mentioned above. It makes me like finding it less. It isn't a subtle detail anymore that I like, and I really like those subtle details like that.
Progression also didn't feel as good. I wasn't aware of which part of the loop I was supposed to travel, how far I should explore other ways before I went to Mirkland, etc. You essentially had to never use quick travel (wish I hadn't abandoned Journeymaster at the very beginning), since you wouldn't heal or recharge mana, or be able to forage (and you have to be able to, since shops don't stock enough food to last for a restock. I can't tell you how many times I spent walking between the rockhammer store and both moonrise stores hoping to find some cabbage to last long enough for the restock). Gold was not a limiting factor because you could always get more of it in Book II if you were willing to spend the time. In Book III, gold is the only limiting factor.
I don't see how one could get the wealthy lord challenge unless there was a lot of gold after the battle kind of like in Book I. In Book II it was possible with foraging. In Book III the only way is to play Lucky, and the entire game I played as a mage never buying meditation and other skills (only mercantile at the very beginning), never buying spells or armor, walking the entire game to forage, went to every area outside of the astral range and looted everything, and never even made 20,000. I would need double that to be able to make the 80,000 I need with Lucky. Is the true healer also impossible? I went for that only to find that I lost it because it isn't possible to not have anyone die in the final battle.
The game had a lot of puzzles, but it missed that big one that both Book I and Book II had. In Book I there were three different ways to get to Crakamir, in Book II three different ways to get into Port Kuudad (more if you count the multiple citizen writs), and Book III only had two different ways to get to the Astral range which didn't feel like a puzzle at all. It just wasn't the same.
No special undead area unless I missed it, because I didn't finish exploring before I want to Alundar. Book I had Tangletree Ossuary which did pretty good at giving a good creepy feeling (and being optional as it should be). Westwillow did much better, being fantastic at setting the mood and having a whole very interesting aspect to it. Book II had cape sorrow also as a bonus, and both were of course optional as they should be. Book III didn't have this. The closest thing was the giant skull, and then you enter and are like "Oh, it's just a tunnel." and the mood is killed.
Things Book III did right:
Lots of secrets (although the "You found a secret!" ruined this point)
Some enemies resistant to certain damage types (I was kind of hoping this would be more pronounced)
Story. You actually learn things, as short as the game is, whereas Book I was a prologue that didn't contribute much story, and Book II felt like it was just a cliffhanger (although it did contribute to story). Problem was the game was too short and progression on story elements didn't feel right.
Music is still great, though not as great as Book II (which has some of my favorite music in any video game)
I guess I generally expect the last game in a series to far surpass the others, since the engine, world design and lore, etc are more ironed out and graphics can be re-used. They are usually the longest and don't make compromises, yet Book III feels shortest which I kind of found disappointing. There are other things I probably forgot about, but this is probably most of the major things.
It is a great game though. But Book II still remains my favorite. Love your games, looking forward to what you do next. I just hope the next game is closer to Book II than Book III, though it is hard to expect a lot out of the first game of a series, especially from an indie developer.
So I'm going to say that in my opinion Book III was quite a step back from Book II. Above is just one example of why. In Book I and II, you knew what your goal was. There could be surprises, but you always knew you were stepping into something big when you were stepping into something big. But in Book III it feels like there should be more (There is only two main-line quests? Lilith and Karamiklan?) and so I was not able to prepare myself for the final battle and so couldn't complete the game. I didn't even get to finish exploring or go back to finish up quests such as edgar and the flowering tree. The end was much too close to other elements.
The game felt quite a bit more linear. If it wasn't for the loop around Rockhammer it would be. In Book II for example, you can go from Eastwillow to Port Edon if you can (though you can't get to Picaroon), and am pretty sure you can go up North as long as you have a citizen writ before you even make it to Port Kuudad. You could go through Farrock and never even pass through Everdale. In Book III that loop is the only thing sparing it from being linear, and it certainly doesn't feel like it is helping that much. In fact it felt there was a lot less areas than Book II and even less than Book I, which were both small games to begin with.
Book II still remains my favorite musically. Book II was a step up from Book I in the main theme improving the tambre and being less simple, with more to it that fit in extremely well. Book III tried to do that as well, but it ended up deviating away too much and lost a lot from that.
Book III feels like a step back graphically as well. The menu screen of Book II wasn't my favorite. It reminded me of the skull in Tyrian2000; it felt completely out of place. But Book III is worse. It just looks like a picture designed for an MMORPG targeted at 10 year olds with their parent's credit cards. I really don't like it. It doesn't fit in with the traditional fantasy feel of the game. Some of the UI looked like it didn't fit in as well as it did in Book II either.
I really didn't like the whole "You found a secret area!" thing either. I really, really like the secrets and that they were more numerous in Book III. When I find them I think "Ah, clever!" but having that whole secret area thing in Book III makes me not feel like that. Its just "Oh, another one of those secret area things." Feels more like the opening picture that I just mentioned above. It makes me like finding it less. It isn't a subtle detail anymore that I like, and I really like those subtle details like that.
Progression also didn't feel as good. I wasn't aware of which part of the loop I was supposed to travel, how far I should explore other ways before I went to Mirkland, etc. You essentially had to never use quick travel (wish I hadn't abandoned Journeymaster at the very beginning), since you wouldn't heal or recharge mana, or be able to forage (and you have to be able to, since shops don't stock enough food to last for a restock. I can't tell you how many times I spent walking between the rockhammer store and both moonrise stores hoping to find some cabbage to last long enough for the restock). Gold was not a limiting factor because you could always get more of it in Book II if you were willing to spend the time. In Book III, gold is the only limiting factor.
I don't see how one could get the wealthy lord challenge unless there was a lot of gold after the battle kind of like in Book I. In Book II it was possible with foraging. In Book III the only way is to play Lucky, and the entire game I played as a mage never buying meditation and other skills (only mercantile at the very beginning), never buying spells or armor, walking the entire game to forage, went to every area outside of the astral range and looted everything, and never even made 20,000. I would need double that to be able to make the 80,000 I need with Lucky. Is the true healer also impossible? I went for that only to find that I lost it because it isn't possible to not have anyone die in the final battle.
The game had a lot of puzzles, but it missed that big one that both Book I and Book II had. In Book I there were three different ways to get to Crakamir, in Book II three different ways to get into Port Kuudad (more if you count the multiple citizen writs), and Book III only had two different ways to get to the Astral range which didn't feel like a puzzle at all. It just wasn't the same.
No special undead area unless I missed it, because I didn't finish exploring before I want to Alundar. Book I had Tangletree Ossuary which did pretty good at giving a good creepy feeling (and being optional as it should be). Westwillow did much better, being fantastic at setting the mood and having a whole very interesting aspect to it. Book II had cape sorrow also as a bonus, and both were of course optional as they should be. Book III didn't have this. The closest thing was the giant skull, and then you enter and are like "Oh, it's just a tunnel." and the mood is killed.
Things Book III did right:
Lots of secrets (although the "You found a secret!" ruined this point)
Some enemies resistant to certain damage types (I was kind of hoping this would be more pronounced)
Story. You actually learn things, as short as the game is, whereas Book I was a prologue that didn't contribute much story, and Book II felt like it was just a cliffhanger (although it did contribute to story). Problem was the game was too short and progression on story elements didn't feel right.
Music is still great, though not as great as Book II (which has some of my favorite music in any video game)
I guess I generally expect the last game in a series to far surpass the others, since the engine, world design and lore, etc are more ironed out and graphics can be re-used. They are usually the longest and don't make compromises, yet Book III feels shortest which I kind of found disappointing. There are other things I probably forgot about, but this is probably most of the major things.
It is a great game though. But Book II still remains my favorite. Love your games, looking forward to what you do next. I just hope the next game is closer to Book II than Book III, though it is hard to expect a lot out of the first game of a series, especially from an indie developer.