Posted on: August 13, 2023

Vector_Matt
Zweryfikowany użytkownikGry: 158 Opinie: 1
Half-baked and railroady
The game suffers from the same massive array of puddle-deep content that catches the attention of the mass of casuals nowadays. Some examples to illustrate the pattern are below. There are many more, but the blind refuse to see the pattern no matter how many examples you give. The tieflings leaving the grove: The head druid can tell you to escort the tieflings out. You tell the tiefling leader this, he refuses and attacks you, despite his beef being with the druid. There is no option to point out that you can help them get to somewhere safe. There is no other tiefling who you can talk to who can take charge. Telling the druid that the tiefling attacked you just makes her say to deal with the rest. You can't even kill the rest of the tieflings, because the children are magically invincible. Goblin children you meet later aren't invincible though. Fascinating. The Devil, Raphael. You can meet a Devil in act 1, who says he can remove the disgusting parasite in your brain. If you agree, he refuses because that would end the plot. Because like Cyberpunk, your personal problem is the trigger for the credits, and the designers *refuse* to let you solve it before exploring the rest of the world. The companions' garbage is forced upon you even if you kill them. If Gale dies, you can't sleep to heal, because his magical explosion ends the game no matter how far away form his corpse on the beach you are. If Shadowheart dies, the artifact will forcibly stuff itself into your inventory if you get close to her corpse, or sleep at camp. If you go to the bridge where you get the cutscene of "The Ultimate" talking at you, the game forces you to go to camp to force the artifact on you, and gives you no way to leave. All this, and much more, is all in act 1. Who knows what garbage is forced upon you in the others. A *good* CRPG gives you options, because each character can be *very* different. *Bad* CRPGs force all characters to take the same road, with only tiny detours allowed.
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