Posted on: October 8, 2018

Det_Bullock
Zweryfikowany użytkownikGry: 547 Opinie: 15
Non-stabby roleplay at last!
Combat in a RPG is a double-edged sword: on one side it's exciting and challenging on the other it can get a bit ridiculous how you can't basically draw a step without having to stab or blast your way through a trash mob. A RPG is a way to tell a story, only it's often a story that could be some blockbuster action movie given the amount of combat there's in it. "Planescape: Torment" tried to be an exception by putting more enphasis on dialogues and statchecks rather than combat but there were indeed still quite e number of trash mobs and compulsory fights, especially in the far less polished latter half of the game. While the main story of Numenera isn't as strong as the one in the original that statement in RPG gameplay has been brought further along. There are no trash mobs, most of the "crises" can be avoided and the ones that can't rarely can only be solved by fighting and some don't involve combat at all (one is literally a "diplomatic crisis" for example). The only trouble is that the movement interface during crises is not good, it would have benefited from a grid system for greater clarity in my opinion. The stat pool system can be a bit irritating at first when the stat pools are limited and the money to find a place to sleep and replenish them is scarce but after the first level-ups doing sidequests (which are nice little microstories that sometimes tie in the main quest or in the final destiny of your companions) it becomes more sustainable and basically a non-issue in the late game. Of course there are still plenty of options for combat but I don't think that challenge is the main point of a game like this but to immerse yourself in a weird story in a weird fantasy world filled with evocative purple prose and dialogues that convey high concepts and some drama and this game delivers in that sense.
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