ARISE!
I've got a game going (turn-based) and I'm kind of struggling to keep playing. The game/story just isn't pulling me in. I find myself taking breaks and playing other games, which is NOT normal for me.
My party is currently searching the areas under Neketaka.
We picked this as the cRPG Club game the first half this year.
Lets just say the completion rate wasn't great.
Exact same for me. Fizzled out after a while and just stopped. Not sure exactly what didn't hit with me but nothing was really compelling.
You guys aren't helping!
Lets just say the completion rate wasn't great.
I was one of the finishers. I found the whole thing very forgettable and would suggest you cut your losses and abandon it now unless you have a bad case of gaming OCD/stubbornness like I do. Nothing remarkable, story- or gameplay-wise is going to happen later in the game to change your current perception of it.
You guys aren't helping! :lol:
Without wanting to get into spoilers too much, the narrative structure of the game is that you eventually have to side with one of the factions.
I didn't find any of the factions to be particularly likeable, nor did the game give you much option to ignore them all and just go your own way. It also does a really bad job of signposting the point in the game where you have to make that "choice" and then non of the other factions will really speak to you.
I did mean to go back and complete it again for the cRPG club but I never really felt enough enthusiasm to get started. Maybe one day, but not today.
I think that for me, the first game felt like a more personally driven story and the 2nd lacked as good a reason to act.
Quintin_Stone wrote:You guys aren't helping! :lol:
Without wanting to get into spoilers too much, the narrative structure of the game is that you eventually have to side with one of the factions.
I didn't find any of the factions to be particularly likeable, nor did the game give you much option to ignore them all and just go your own way. It also does a really bad job of signposting the point in the game where you have to make that "choice" and then non of the other factions will really speak to you.
I did mean to go back and complete it again for the cRPG club but I never really felt enough enthusiasm to get started. Maybe one day, but not today.
Is that true?
I'm sure on my second play through I told all the factions to bugger of and managed a solo ending with just my crew and a fully upgraded ship.
Is that true?
I'm sure on my second play through I told all the factions to bugger of and managed a solo ending with just my crew and a fully upgraded ship.
I played it on release as I had kickstarted it. I think they changed it a little afterwards to make that easier but I do remember being effectively railroaded into making a choice. The plot wouldn’t advance until I did.
They did change it later so you can go solo, but it results in a bad ending where the region just remains in conflict. The devs were apparently surprised so many players didn’t choose a faction, but that’s what happens when you go out of the way to make everything shades of gray where no group seems much better than the others. I remember the same problem with Deus Ex: Invisible War.
For what it's worth I really enjoyed this and found exploring and naming islands to be great fun. I wish more crpgs had this mechanic, (recommendations please?)
As for how the main story pans out it does go full on philosophical discussion and cuts back on player agency. Which I didn't mind but can understand it's disappointing.
Also that ending was great for my character so :-p
Maybe I need to take a break from following quest chains and do some nautical exploration instead.
The biggest issue I had with the main story was the dichotomy of how much urgency there was in all the dialogues compared to in practice there’s no consequence for spending a few years exploring the globe.
Yeah but that's almost every CRPG.
I named my first island!
I think what got me back on track with this game was ignoring all my side quests -- and main quests for that matter -- and just doing a bit of naval exploring. The combat system is a bit overly complicated but I've gotten a better hand on it
I started off one of the DLC quest chains (Beast of Winter) without realizing it. It's a bit of a slog and it's all on foot, so I can't go back to my ship.
Ok the Beast of Winter DLC is so annoying that I deleted a couple days worth of saves to go back before I started it. Drowned Kingdom is just the worst.
Edit: Drowned Kingdom is fine if you're level 20 and follow the walkthrough available online. I think I may have encountered a bug where one of the 4 essences needed to complete the level either didn't appear or didn't register when I absorbed it.
Once you kill the bounties and the slavers, there's not any ship combat left. Sure I could go after friendly faction ships, but I'm trying to keep my factions friendly until the end. They should have slaver ships randomly respawn so I can murder them.
Finished the game up yesterday. Was the story compelling? No, not really. I never really felt a part of this world. There are so many references to the original game which I played over 9 years ago and don't really remember.
But the combat was decent once I understood it. Not great but decent. I'm left wondering if the original real-time-with-pause system would have been better? I feel like the game could have had more focus on naval combat. As I said before, there's a limited number of ships on the map and they do not respawn. The endgame gives you a few more opportunities for ship combat, but I think you can also bypass it if you want.
When you finally get to the end of the game
you learn that nothing you did makes any real difference. Eothas destroys the Wheel and my entire pursuit of him was basically pointless, except the group that I allied with now controls the Deadfire.
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