BloatedGuppy said:
From reading your post, it sounds like you're mired in the interminable opening town, which is heavy on the RPG, light on the TBS. Once you get past that point, the "storytelling" drops off significantly, and combat becomes much more frequent.
Yeah, I'm just now pushing north into the big lava church thing after clearing out everything south of that.
Unfortunately, the difficulty really falls off after the first major area as you start to power up, so you lose that knife's edge toughness on every fight. By the end you're really just in an extended victory lap.
Ew. That is... not promising. I'm level 9 and it's already feeling a bit like that. I thought I might just be momentarily over-levelled because I tend to be pretty thorough with exploration and side quests.
BloatedGuppy said:
As to "The Special"...they actually tried making a non-special protagonist for DA2 and everyone whined. Now, they whined for a lot of reasons, but one of them was definitively that they were no longer The Special. Apparently an overwhelming segment of the game playing public still demands power fantasies.
Ehhh... I don't think power fantasies require a Special protagonist.
I guess it would depend on one's definition of a power fantasy. I mean, I found Joel from
The Last of Us (different genre, I know) an agreeable sort of power fantasy in the sense that he's really,
really not someone you'd want to face in a barfight. But he's hardly the chosen hero anointed by the hand of destiny.
I think at this point it's the interminable parade of Ancient Evils that's getting my dander up. Are wars, revolutions and the assorted follies of mankind somehow just not fucking dramatic enough anymore?
Lufia Erim said:
Separate inventories make a lot of sense because not everyone has the same skills or talents. Why would i put grenades on my warrior when 50% of the time they can't throw straight and end up throwing a fire grenade into a wall next to them blowing up the entire party? Why would i put scrolls on my archer, when my mage has more range to cast them with? Plus the sheer amount of items there are in the game.
What?
What I'm suggesting is one shared inventory for everyone a la
Dragon Age. So if you want to compare equipment you don't half to pass the item in question to the desired character first. You just hit the equipables tab and there's all your gear right there.
Likewise if you want someone to slurp a potion or chuck a bomb they just pull it from the common inventory rather than having to stop before a big fight to make sure each individual character is carrying enough heal juice and molotovs.
If you're looking for a particular item, like a book or crafting component, you don't have to check four different inventories. You just hit the appropriate category tab and it'll be there.
It's essentially like having "magic pockets" for everything, all the time.
There are literally no benefits to individual inventories. Just wastes my time and displays a lack of common sense from the developer.
Pirate Of PC Master race said:
Not to mention instant kill traps
Oh yeah, those.
I didn't bring them up in the OP because it was already getting a bit wall-o-textish, but they were pretty dumb.
Do you have a character with enough perception stat? Then great, the traps will be revealed and your characters will automatically step around them, rendering them irrelevant. (Unless you had already issued a move command, in which case your characters will blunder straight into the revealed trap while yelling, "That's a trap!")
If you don't have someone with the required perception stat, well, the first you'll know of it is when you need to press the quickload button. Then you get to perform the delightful exercise of spamming AoE spells down in front of you every few steps.
Gameplay!