Instead, you just keep on grinding with direct attacks and that’s all it is to it. I wish there were spells where you could manipulate world objects, throw them around, drag them around, push enemies off the cliffs, into fire, onto spikes, stuff like that. You could actually be very creative with the kills. Something I really loved in Dark Messiah of Might and Magic where half of kills could be done using environment (using kicking and swords, but still). There is no real world manipulation either, you can’t affect enemies beyond direct attacks. It gets even worse when you get mini bosses that you have to freeze and strike with strongest spell like 15 times. Enter level segment, freeze enemy and strike it with damage spell. For hour or two of playing with spells it’s ok, but then it just becomes annoying grinding. At least something, otherwise I’d stop playing this thing after half an hour…īut all in all, I think the main problem with this game are the repetitive enemies and just that annoying grinding. It means you’ll be stuck in the same spell form (homing fireball for example), but it’s easy and doesn’t require any knowledge. Luckily game has a “Smart inventory” mode in which game automatically generates the best possible spells and upgrades with the components that you have. It’s so confusing it took me like half the game to sort of grasp how the whole thing even works. And when I wanted to check tutorials on Youtube, they were for some older versions of the game with different interface. Every spell has so many combinations it’s ridiculous and the documentation surrounding crafting is nearly non-existent. However, game becomes unnecessarily overcomplicated with the overwhelming amount of “construction” parts for the spells. In a nut shell, basics work pretty well and are easy to understand. You can also combine them in order to turn battles in your favor by freezing or slowing down enemies and then striking them with powerful spells. Direct fast attack, slower indirect massive attack and block (out of which I basically never used Block). You can wield many types of magic, ranging from fire, ice, lightning, phase, necromancy etc and each comes in 3 basic shapes. Worlds and levels are amazing with some really nice architectural designs. Unsurprisingly, considering it’s running on CryEngine 3 engine. Visual and audio presentation is spectacular. But we talked about it on one of the GOG Twitch streams and I said, what the hell, I’ll just give it a try and finally taste the magic side of RPG games. I just like a more direct contact with enemies using swords, axes, bows and other cold weaponry. If a game gives me option to choose between a mage and warrior, I’d most likely pick the warrior. TL DR - We are discussing this often in order to make enemies not feel cheap and keep the player feeling powerful at any range.This game caught my attention because it focuses on one thing that I usually simply skipped in fantasy medieval RPG games. Finally, we have some plans for itemization that allow players to be more "tanky" mages that grant them more resistances in exchange for lower spell range as well as auras that can slow nearby enemies. On top of that, our close-range channeling spells like flamethrower, lightning stream, and cone of cold are simply incredibly damaging spells that require nearly no aiming. To combat that, we've added recently are special abilities that trap and block enemies like gravity well and rock wall to give you some breathing room. Have a blink ability that can teleport out of the way of slower moving projectiles (which is also an ability the player has access to)Ī lot of viewers have called our game "walking backwards while slowly creating a triangle simulator" after viewing of our gifs. Have a spell shield ability (which is the same ability that players will have access to) Massive giants/similar enemies that are capable of shrugging that damage off The only exceptions to this rule at the moment are those that are: Spell sponge enemies simply don't feel good-you are a god-like wizard and a direct hit of some of the more powerful magic on humanoid enemies should kill them, plain and simple. These are two things that we are consistently thinking about.
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