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    Jade Empire

    Game » consists of 10 releases. Released Apr 12, 2005

    An action adventure RPG by developer BioWare which transports the player into a mystical and oriental setting based on ancient China where they must confront all sorts of dangers and find their destiny within the Jade Empire.

    Jade Empire Revisited

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    ahoodedfigure

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    Edited By ahoodedfigure

    I've started seriously playing this forgotten Bioware game, and I'm about a quarter of the way through the Imperial City. I'm experiencing Jade Empire in a way I haven't ever tried before, which actually makes the game feel cleaner and more straightforward, if slightly less customized. 
     

    The Plan


    Whenever I've tried to pick up Jade Empire past my first playthrough, I didn't want to have the same low level of difficulty that made me feel like I was just plowing through the game.  During one try (where I made it to just about where I am now; even used the same character model), I refused to level any of my martial styles, and only used gems to boost my character.  This worked up until the arena, where I was still holding my own, but doing very little damage. Rather than violate my pledge not to level the styles, I sort of gave up.
     
    This runthrough I'm doing the opposite: Sell all gems, and never use a single one, ever.  I was also challenged to level Heavenly Wave to maximum (which I've done), and I've not yet used any demon forms (but I tend to do that anyway, since it feels like cheating).  In addition, I've tried to keep my looting to the minimum, but I think this game sort of expects you to loot.  I wish you'd get some sort of good citizen award for not stealing from random citizens, but I wonder if these pots and chests are there to be opened, just because it's something people expect to do in a game like this, akin to finding secret items in adventure platformers or whatever.
     
    As far as actual story choices I'm going with what comes naturally, so I'll probably retread a lot of old ground. Since Dawn Star is the only appealing character for me, both as battle support and as a love interest, it's been a bit difficult trying something new, but I'm making an honest effort to try to get old Silk Fox to accept her role as a noble (gar, it's really hard, though, since I'm all about her being the rebel...  if she wasn't such a jerk to begin with :) ), and I've been changing up my support or attack character to different people to hear their impressions of what's going on and to try out their abilities (I like Henpecked Hou as a character, but drunken style is more an irritation than useful, since you're stuck using it until the alc runs out), although Dawn Star's support effect is still the most superior by just about any estimation, since chi can be used to heal as well as power magic and stronger attacks.
     

    Some Impressions Reaffirmed

     
    The above philosophy seems to work to make the games more the right level of challenge for me, especially when there are multiple enemies (single enemies are still pretty easy to pound on repeatedly). It reduces a bit of the flexibility that the gem system offers, but the game speeds up when you don't have to worry about configuring gems to fit a situation (what a pain that was), even if it feels less and less personal as a result. The added cash DOES allow me to buy a lot more techniques, though, which has expanded tattoo-dude's endurance in all three stats. I have to fight harder to win battles without the stats the gems give me, but I feel like I sorta earn it this way.

    What's funny is I'm often reminded that you know when a battle is going to happen in Bioware's Mass Effect 2 by all the waist-high junk lying around. In Jade Empire, it's open spaces and mismatched stalagmites.  The latter you can destroy, sometimes for powerups, and the former is pretty much a necessity given how narrow the range of attack is on a lot of the martial styles.  The battle systems in a lot of Bioware games tend to telegraph what's going to happen, and here I feel like I'm moving from one setpiece to another a lot of the time (here's where conversations happen, here's where battles happen).
     
    This playthrough has also shown me just how important the music is to my initial positive impression of the game. A lot of the aesthetic and emotion comes directly from the really well-done score. The art style is still phenomenal, even if it looks pretty dated on our sharper resolution TV, and some of the storylines still hold up.
     
    One of my favorites, an emotionally affecting story of guilt and retribution, was actually marred by one of the more annoying bugs I've ever seen, but never experienced before in Jade Empire: I killed the pirates first, then finished up most of the Dam except actually opening it and doing the orphanage side quest, then I finished up the forest.  When I returned to the orphanage to begin that sidequest, the game would hitch up every few seconds, each pause lasting for half a second, for as long as I was in the area. I tried to see if there was something else that needed clearing out, but no, it just continued. I had to sit through this irritating stutter for the whole of the orphanage quest.  It wasn't as emotionally involving when the little ghost children paused and jittered, but it still got to me like it always did.  Of course I chose the good option. 
     

    Teeter-Totter Ethics

     
    Which brings me to one of the bigger problems I have with the game. I guess KOTOR was similar, but every choice in Jade Empire, with some nice exceptions, tends to feel like "Do the generous thing, or be a jerk."  The jerk options don't work for me; it's not the kind of game I like to play, but when there are hard choices I'm willing to do things that might be frowned upon in some ethical circles.  Jade Empire allows choice, in that you can be a belligerent bully if you really want, but those choices don't always pay lip service to the Open Palm / Closed Fist teeter-totter, and often feel arbitrary, like they were slipped in for people who have a pornographic desire to watch virtual characters suffer.  Beyond the temptation once in a while to let onscreen characters pull themselves up by their own bootstraps rather than get help from me all the time, those dialogue options feel like evil voices in your head, telling you to kill everyone, rather than actual choices.
     
    Given that ancient China, the obvious inspiration for the setting and culture of Jade Empire, has a history filled with philosophical debate on ethics, humanity, and morality I would have thought they'd have more to draw on as far as tough decisions, but I realize that what Jade Empire really is is The Bioware Game. 
     

    The Bioware Game?


    The Bioware Game(!) is a single style of design that has evolved over time, with minor variations, since Baldur's Gate.  Even when many people felt abandoned when KOTOR changed the focus of the general system, with the binary morality and archetypal NPC companions that need to chat, The Bioware Game seems to have been slowly evolving through several iterations and different skins.  You still see shades of Baldur's Gate's sensible/mercenary/asshole trichotomy (is that a word?) in some of Jade Empire's choices, and while Closed Fist originally was sold as something not evil, just more about competition and inner strength, it wound up being the dark side of the Force a lot of the time. 
     
    I would say that in some ways, I like what Jade Empire does a bit more than, say, KOTOR, or what I've seen in Mass Effect, in that talking to companions is slightly less frustrating because they're all hanging out in the same spot, and have arrows over their heads if they have something important to say.  Saves me having to hear them bitch at me with a canned phrase for talking to them too much. Thank the glorious, manifold heavens that real life conversations don't go in loops like that. 
     
    Jade Empire also tries to undercut the chosen one aspect that seems to run through a lot of entries, and in general Jade Empire manages to play some interesting tricks with its narrative that make it stand out from its bretheren.  The dialog choices, when they have more choices than the trichotomy, can also be a bit more interesting too. I'm actually a fan of the influence system, since I don't feel like some all-powerful god using mind control on everyone--  some stuff is just destined to fail, and some choices are easier than others.  They also manage to sidestep the boring morality axis a lot of the time with the influence dialog options, since some of them can be manipulative even though they're supposedly nice, and intimidation can be a tough-love option.  Since the options aren't necessarily color-coded (though you get hints from the character's changing facial expressions) it feels less like the blue-route, red-route from Mass Effect.  
     
    Still, Mass Effect did improve upon this system by actually breaking the teeter-totter and letting you do a bit more of what you want, though I still wonder if getting rid of an all-knowing morality tracking system might help the player focus on actually making contextual decisions, rather than just worrying about accumulating points.
     

    Down that Road


    If they ever make a sequel (and I've heard conflicting reports leaning toward "probably not"), beyond breaking away from The Bioware Game mold, it would need to really change its fighting system around.  While I'd like a more tactical approach, if they were to continue going to go the full action route they might want to make it a bit more deep and flexible, since a big part of my frustration has been the repetitive nature of the moves.  Boy, does it need an interrupt to stop you from mindlessly carrying out your entire attack combination while you're about to be pummeled.

    One idea I had was actually to make it a bit more like an actual fighting game, where you have one button stand for a repetitious style, another for another style, and maybe one more for a third style, all already set on your button array. Then you can combine those button presses to find interesting combinations, or tap repeatedly on a single button to follow through on a set combination. The latter is easy to pull off in a crisis, and your character will likely complete it faster, but then they will be more open to deflection and counter-attacks because of its predictability, forcing players to improvise more.
     
    Being able to unlock more maneuvers WITHIN a style might make the styles more interesting. It's diverting to collect a bunch of different styles, but why not make the styles themselves correspond to different philosophy choices (sort of like real martial arts schools), with branching paths within those disciplines, instead of having a bunch of shallower, yet often similar, disciplines that you have to switch between?  In a sort of Soul Calibur way, they could also have different attacks be horizontal and vertical, in addition to styles being useful against certain enemies (do away with immunity, and make some styles just significantly better than others, so you don't put a lot of points into a move you can't even use).

    I have some other impressions that I'll share later, including a design discussion, if I don't expend all my qi first. 
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    ahoodedfigure

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    #1  Edited By ahoodedfigure

    I've started seriously playing this forgotten Bioware game, and I'm about a quarter of the way through the Imperial City. I'm experiencing Jade Empire in a way I haven't ever tried before, which actually makes the game feel cleaner and more straightforward, if slightly less customized. 
     

    The Plan


    Whenever I've tried to pick up Jade Empire past my first playthrough, I didn't want to have the same low level of difficulty that made me feel like I was just plowing through the game.  During one try (where I made it to just about where I am now; even used the same character model), I refused to level any of my martial styles, and only used gems to boost my character.  This worked up until the arena, where I was still holding my own, but doing very little damage. Rather than violate my pledge not to level the styles, I sort of gave up.
     
    This runthrough I'm doing the opposite: Sell all gems, and never use a single one, ever.  I was also challenged to level Heavenly Wave to maximum (which I've done), and I've not yet used any demon forms (but I tend to do that anyway, since it feels like cheating).  In addition, I've tried to keep my looting to the minimum, but I think this game sort of expects you to loot.  I wish you'd get some sort of good citizen award for not stealing from random citizens, but I wonder if these pots and chests are there to be opened, just because it's something people expect to do in a game like this, akin to finding secret items in adventure platformers or whatever.
     
    As far as actual story choices I'm going with what comes naturally, so I'll probably retread a lot of old ground. Since Dawn Star is the only appealing character for me, both as battle support and as a love interest, it's been a bit difficult trying something new, but I'm making an honest effort to try to get old Silk Fox to accept her role as a noble (gar, it's really hard, though, since I'm all about her being the rebel...  if she wasn't such a jerk to begin with :) ), and I've been changing up my support or attack character to different people to hear their impressions of what's going on and to try out their abilities (I like Henpecked Hou as a character, but drunken style is more an irritation than useful, since you're stuck using it until the alc runs out), although Dawn Star's support effect is still the most superior by just about any estimation, since chi can be used to heal as well as power magic and stronger attacks.
     

    Some Impressions Reaffirmed

     
    The above philosophy seems to work to make the games more the right level of challenge for me, especially when there are multiple enemies (single enemies are still pretty easy to pound on repeatedly). It reduces a bit of the flexibility that the gem system offers, but the game speeds up when you don't have to worry about configuring gems to fit a situation (what a pain that was), even if it feels less and less personal as a result. The added cash DOES allow me to buy a lot more techniques, though, which has expanded tattoo-dude's endurance in all three stats. I have to fight harder to win battles without the stats the gems give me, but I feel like I sorta earn it this way.

    What's funny is I'm often reminded that you know when a battle is going to happen in Bioware's Mass Effect 2 by all the waist-high junk lying around. In Jade Empire, it's open spaces and mismatched stalagmites.  The latter you can destroy, sometimes for powerups, and the former is pretty much a necessity given how narrow the range of attack is on a lot of the martial styles.  The battle systems in a lot of Bioware games tend to telegraph what's going to happen, and here I feel like I'm moving from one setpiece to another a lot of the time (here's where conversations happen, here's where battles happen).
     
    This playthrough has also shown me just how important the music is to my initial positive impression of the game. A lot of the aesthetic and emotion comes directly from the really well-done score. The art style is still phenomenal, even if it looks pretty dated on our sharper resolution TV, and some of the storylines still hold up.
     
    One of my favorites, an emotionally affecting story of guilt and retribution, was actually marred by one of the more annoying bugs I've ever seen, but never experienced before in Jade Empire: I killed the pirates first, then finished up most of the Dam except actually opening it and doing the orphanage side quest, then I finished up the forest.  When I returned to the orphanage to begin that sidequest, the game would hitch up every few seconds, each pause lasting for half a second, for as long as I was in the area. I tried to see if there was something else that needed clearing out, but no, it just continued. I had to sit through this irritating stutter for the whole of the orphanage quest.  It wasn't as emotionally involving when the little ghost children paused and jittered, but it still got to me like it always did.  Of course I chose the good option. 
     

    Teeter-Totter Ethics

     
    Which brings me to one of the bigger problems I have with the game. I guess KOTOR was similar, but every choice in Jade Empire, with some nice exceptions, tends to feel like "Do the generous thing, or be a jerk."  The jerk options don't work for me; it's not the kind of game I like to play, but when there are hard choices I'm willing to do things that might be frowned upon in some ethical circles.  Jade Empire allows choice, in that you can be a belligerent bully if you really want, but those choices don't always pay lip service to the Open Palm / Closed Fist teeter-totter, and often feel arbitrary, like they were slipped in for people who have a pornographic desire to watch virtual characters suffer.  Beyond the temptation once in a while to let onscreen characters pull themselves up by their own bootstraps rather than get help from me all the time, those dialogue options feel like evil voices in your head, telling you to kill everyone, rather than actual choices.
     
    Given that ancient China, the obvious inspiration for the setting and culture of Jade Empire, has a history filled with philosophical debate on ethics, humanity, and morality I would have thought they'd have more to draw on as far as tough decisions, but I realize that what Jade Empire really is is The Bioware Game. 
     

    The Bioware Game?


    The Bioware Game(!) is a single style of design that has evolved over time, with minor variations, since Baldur's Gate.  Even when many people felt abandoned when KOTOR changed the focus of the general system, with the binary morality and archetypal NPC companions that need to chat, The Bioware Game seems to have been slowly evolving through several iterations and different skins.  You still see shades of Baldur's Gate's sensible/mercenary/asshole trichotomy (is that a word?) in some of Jade Empire's choices, and while Closed Fist originally was sold as something not evil, just more about competition and inner strength, it wound up being the dark side of the Force a lot of the time. 
     
    I would say that in some ways, I like what Jade Empire does a bit more than, say, KOTOR, or what I've seen in Mass Effect, in that talking to companions is slightly less frustrating because they're all hanging out in the same spot, and have arrows over their heads if they have something important to say.  Saves me having to hear them bitch at me with a canned phrase for talking to them too much. Thank the glorious, manifold heavens that real life conversations don't go in loops like that. 
     
    Jade Empire also tries to undercut the chosen one aspect that seems to run through a lot of entries, and in general Jade Empire manages to play some interesting tricks with its narrative that make it stand out from its bretheren.  The dialog choices, when they have more choices than the trichotomy, can also be a bit more interesting too. I'm actually a fan of the influence system, since I don't feel like some all-powerful god using mind control on everyone--  some stuff is just destined to fail, and some choices are easier than others.  They also manage to sidestep the boring morality axis a lot of the time with the influence dialog options, since some of them can be manipulative even though they're supposedly nice, and intimidation can be a tough-love option.  Since the options aren't necessarily color-coded (though you get hints from the character's changing facial expressions) it feels less like the blue-route, red-route from Mass Effect.  
     
    Still, Mass Effect did improve upon this system by actually breaking the teeter-totter and letting you do a bit more of what you want, though I still wonder if getting rid of an all-knowing morality tracking system might help the player focus on actually making contextual decisions, rather than just worrying about accumulating points.
     

    Down that Road


    If they ever make a sequel (and I've heard conflicting reports leaning toward "probably not"), beyond breaking away from The Bioware Game mold, it would need to really change its fighting system around.  While I'd like a more tactical approach, if they were to continue going to go the full action route they might want to make it a bit more deep and flexible, since a big part of my frustration has been the repetitive nature of the moves.  Boy, does it need an interrupt to stop you from mindlessly carrying out your entire attack combination while you're about to be pummeled.

    One idea I had was actually to make it a bit more like an actual fighting game, where you have one button stand for a repetitious style, another for another style, and maybe one more for a third style, all already set on your button array. Then you can combine those button presses to find interesting combinations, or tap repeatedly on a single button to follow through on a set combination. The latter is easy to pull off in a crisis, and your character will likely complete it faster, but then they will be more open to deflection and counter-attacks because of its predictability, forcing players to improvise more.
     
    Being able to unlock more maneuvers WITHIN a style might make the styles more interesting. It's diverting to collect a bunch of different styles, but why not make the styles themselves correspond to different philosophy choices (sort of like real martial arts schools), with branching paths within those disciplines, instead of having a bunch of shallower, yet often similar, disciplines that you have to switch between?  In a sort of Soul Calibur way, they could also have different attacks be horizontal and vertical, in addition to styles being useful against certain enemies (do away with immunity, and make some styles just significantly better than others, so you don't put a lot of points into a move you can't even use).

    I have some other impressions that I'll share later, including a design discussion, if I don't expend all my qi first. 
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    AceBlack19

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    #2  Edited By AceBlack19

    This was a very thoughtful analysis and retrospective. Great read. Bravo, sir. 
     
    I'm tempted to try your approach myself and see if it elicits the same reaction for me. I also could not agree more with your thoughts on the moral choice games in early Bioware games. I remember being struck with the same thought when I first started KOTOR, and all the "evil" options felt more sadistic and psychopathic then  the "cleverly sinister" approach that I desired.

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    ahoodedfigure

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    #3  Edited By ahoodedfigure
    @AceBlack19:  Thanks! 
     
    Part of the problem I think is that they try to just pick badguy options that fit the context of each issue, but their idea of an actual badguy character arc isn't really there. I can imagine the benevolent, world-walking monk for the goodguy, but the badguy seems way too random. It might help if the player could actually set plans in motion like a real villain; a lot of the people I know who like to go the bad route tend to get more out of it if they can imagine this person as an anti-hero or full-blown villain with their own sensible motivations.
     
    Since the player doesn't know what's going on for a good part of the game, the motivation of revenge is pretty much there, but it doesn't feel like the character changes a whole lot, except for the Major Choice sort of forcing that route. Since each conversation starts neutral then lets you pick a bad or good option, rather than there being an entire different branch of evil gameplay, while it's ostensibly two games in one, it doesn't really feel that way, more like an old zipper that doesn't quite work anymore.
     
    There's also a problem sometimes with what a dialog choice is supposed to signify. If you have the cleverly sinister character like you said, you can imagine such a person doing good things, if only to be evil about it later. A lot comes down to motivation and intent, something that's really hard for such a system to judge. The game can receive the input, but it won't necessarily know WHY.  I could do a seemingly evil thing that I felt was justified, or a good decision that was purely made out of greed. There may be some way to gauge this, but it's largely unrealized in games I've seen so far.
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    ArbitraryWater

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    #4  Edited By ArbitraryWater

    To tell you the truth, I never got past the first few hours of Jade Empire. It was probably the part where I could tell that it was going to be a Bioware-ass Bioware game in the way the story and choices happened, when combined with the clunky combat, really gave me a bad first impression. Not quite sure why, as I understand it gets stupidly easy later on if you use one or two styles. I still have it. Maybe I'll give it a second chance. Eventually.

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    owl_of_minerva

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    #5  Edited By owl_of_minerva

    Yeah, Jade Empire is easily the worst of the post- KoTOR Bioware releases. I like your design suggestions for the combat styles and tieing them into different philosophies, I think that would make for a more coherent and interesting game. The black-and-white approach to choice and consequence is a terrible dumbing-down of RPG writing, and it was far more blatant in Jade Empire than say Mass Effect or Dragon Age, which at least add some shades of gray. Mechanically it's just boring and simplistic, and although I made my way through it I was very disappointed.

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    fearthephins

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    #6  Edited By fearthephins

    I actually bought Jade Empire a few months back and I still haven't played it yet. I still to need to give it a try and see what it's all about.

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    Jeust

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    #7  Edited By Jeust

     Whenever I've tried to pick up Jade Empire past my first playthrough, I didn't want to have the same low level of difficulty that made me feel like I was just plowing through the game.  During one try (where I made it to just about where I am now; even used the same character model), I refused to level any of my martial styles, and only used gems to boost my character.  This worked up until the arena, where I was still holding my own, but doing very little damage. Rather than violate my pledge not to level the styles, I sort of gave up.
     
    This runthrough I'm doing the opposite: Sell all gems, and never use a single one, ever.  I was also challenged to level Heavenly Wave to maximum (which I've done), and I've not yet used any demon forms (but I tend to do that anyway, since it feels like cheating).     

    If I were you I'd use all the possibilities at my disposal, because there are fights especially towards the rear end of the game that are very difficult, and prone to frustration. There is one in particular I don't know how I did beat the opponents. 
     

      If they ever make a sequel (and I've heard conflicting reports leaning toward "probably not"), beyond breaking away from The Bioware Game mold, it would need to really change its fighting system around.  While I'd like a more tactical approach, if they were to continue going to go the full action route they might want to make it a bit more deep and flexible, since a big part of my frustration has been the repetitive nature of the moves.  Boy, does it need an interrupt to stop you from mindlessly carrying out your entire attack combination while you're about to be pummeled.  


    The combat does get tactical as time moves on. Mainly because you have to use certain strategies that involve various different moves in order to win against the foes you face. This happens the more you advance the game. 
     
     
    And don't underestimate the difficult or the game, as it will kick you in the balls again.  You have been warned!
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    ahoodedfigure

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    #8  Edited By ahoodedfigure
    @ArbitraryWater:  No pressure. I know what you mean, and I think my love of the setting, art style, and music carries me a bit farther than it might carry others.
     
    @owl_of_minerva: It's funny, the objective stuff you say I understand and pretty much share, yet I still came out of the game with a positive response. I sort of just hacked my way through the combat on my first playthrough-- since it was easy I just pretended it was a bit of a diversion until the other stuff came up. The binary choices mean that I only got a few interesting choices (they WERE there), but I felt some of the storylines were satisfying.  Taking the gems out of the equation makes the combat much more punishing, but I find myself learning how to use harmonic combinations, Spirit Thief, and support companions a lot more (since they die quickly from the same A.I. disease that afflicted just about every Bioware dude up until DAO or ME2), so I don't feel like it's a cake walk anymore, even if I'm playing the plain-jane XBox version and not the enhanced PC version or special edition.
     
    @Jeust: I don't remember which fights you mean, but I know that there were a few fights, despite my huge development toward the end, that still thumped me more than once. I guess I'll just say lesson learned if I can't manage to clear the game now without gems, but I get the feeling I'm doing better than I did before for some weird reason. Maybe I'm being deluded.
     
    Since I HAVE cleared the game once, though, I sorta warned myself :) But I guess we'll see.  I'm definitely appreciating the tactics a bit more now that I have given myself some limitations (and there's an occasional bug that gives me a bit of an unintentional challenge: when I get by a certain status effect I have to change styles before I can roll out of the way again).
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    Jeust

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    #9  Edited By Jeust
    @ahoodedfigure said:
    " @ArbitraryWater:  No pressure. I know what you mean, and I think my love of the setting, art style, and music carries me a bit farther than it might carry others.
     
    @owl_of_minerva: It's funny, the objective stuff you say I understand and pretty much share, yet I still came out of the game with a positive response. I sort of just hacked my way through the combat on my first playthrough-- since it was easy I just pretended it was a bit of a diversion until the other stuff came up. The binary choices mean that I only got a few interesting choices (they WERE there), but I felt some of the storylines were satisfying.  Taking the gems out of the equation makes the combat much more punishing, but I find myself learning how to use harmonic combinations, Spirit Thief, and support companions a lot more (since they die quickly from the same A.I. disease that afflicted just about every Bioware dude up until DAO or ME2), so I don't feel like it's a cake walk anymore, even if I'm playing the plain-jane XBox version and not the enhanced PC version or special edition.
     
    @Jeust: I don't remember which fights you mean, but I know that there were a few fights, despite my huge development toward the end, that still thumped me more than once. I guess I'll just say lesson learned if I can't manage to clear the game now without gems, but I get the feeling I'm doing better than I did before for some weird reason. Maybe I'm being deluded.  Since I HAVE cleared the game once, though, I sorta warned myself :) But I guess we'll see.  I'm definitely appreciating the tactics a bit more now that I have given myself some limitations (and there's an occasional bug that gives me a bit of an unintentional challenge: when I get by a certain status effect I have to change styles before I can roll out of the way again). "
    Ah do you remember the fight with the stone elephant and another enemies right before the final showdown? 
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    ahoodedfigure

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    #10  Edited By ahoodedfigure
    @Jeust:  No, although I took out an elephant earlier and sort of have his type figured out. If I don't manage to survive I'll be sure to blog my shame in loving detail :) At that point you'll be free to tell me you told me so :)
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    #11  Edited By ZombiePie

    Is there any dismissal of Jade Empire on this thread? Yes? 
     
    Well pray to God that Hamz never sees this thread otherwise he'll castrate all of you. There's a reason why he's the top wiki editor for the Jade Empire page...guy LOVES Jade Empire.

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    Claude

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    #12  Edited By Claude
     One idea I had was actually to make it a bit more like an actual fighting game, where you have one button stand for a repetitious style, another for another style, and maybe one more for a third style, all already set on your button array. Then you can combine those button presses to find interesting combinations, or tap repeatedly on a single button to follow through on a set combination. The latter is easy to pull off in a crisis, and your character will likely complete it faster, but then they will be more open to deflection and counter-attacks because of its predictability, forcing players to improvise more.  
     
    When I read this, my mind went straight to The Witcher. It's almost exactly how The Witcher's combat worked. Three different fighting styles and you hit a button repeatedly for combos.
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    granderojo

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    #13  Edited By granderojo

    I found the PC version to be a lot more fun than the xbox version, also the 360 controller will map to PC version if anyone is wondering. So yeah controller support out of box.

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    W0lfbl1tzers

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    #14  Edited By W0lfbl1tzers

    I LOVE JADE EMPIRE AND WILL KILL ANYONE WHO SPEAKS ILL OF IT!! MY MAXED MARTIAL SKILLS WILL DESTROY YOU!!!

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    Jeust

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    #15  Edited By Jeust
    @W0lfbl1tzers said:
    " I LOVE JADE EMPIRE AND WILL KILL ANYONE WHO SPEAKS ILL OF IT!! MY MAXED MARTIAL SKILLS WILL DESTROY YOU!!! "
    That's the SPIRIT!!!
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    DJSire

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    #16  Edited By DJSire
    @thabigred said:
    " I found the PC version to be a lot more fun than the xbox version, also the 360 controller will map to PC version if anyone is wondering. So yeah controller support out of box. "
    That's weird, because I own them both, and they are EXACTLY the same.
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    babblinmule

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    #17  Edited By babblinmule
    @W0lfbl1tzers said:
    " I LOVE JADE EMPIRE AND WILL KILL ANYONE WHO SPEAKS ILL OF IT!! MY MAXED MARTIAL SKILLS WILL DESTROY YOU!!! "
    YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAH!!!!!
     
    But seriously, despite its flaws, Jade Empire is still one of my favourite RPG's of all time. Great setting, great story, great characters.... if they could have just nailed the combat then it would have been a classic.
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    #18  Edited By dagas

    Too short, extremely linear and I don't like the combat. Otherwise it's a great game. I still like it, but definitely my least favorite Bioware console game (not counting that sonic DS game since I've never played it). It's nothing they couldn't fix in a sequel if they ever made one.

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    Vinny_Says

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    #19  Edited By Vinny_Says

    So I boned that chick just before the last boss and never finished the game....can anyone spoil it for me? I don't feel like looking for the disc again.

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    Make_Me_Mad

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    #20  Edited By Make_Me_Mad
    @W0lfbl1tzers said:
    " I LOVE JADE EMPIRE AND WILL KILL ANYONE WHO SPEAKS ILL OF IT!! MY MAXED MARTIAL SKILLS WILL DESTROY YOU!!! "
    What this guy said.
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    adoggz

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    #21  Edited By adoggz
    @ZombiePie said:

    " Is there any dismissal of Jade Empire on this thread? Yes?    Well pray to God that Hamz never sees this thread otherwise he'll castrate all of you. There's a reason why he's the top wiki editor for the Jade Empire page...guy LOVES Jade Empire. "

    This hams guy seems like a right upstanding fellow with excellent opinions and taste in games.
     
    @W0lfbl1tzers said:

    " I LOVE JADE EMPIRE AND WILL KILL ANYONE WHO SPEAKS ILL OF IT!! MY MAXED MARTIAL SKILLS WILL DESTROY YOU!!! "


    not if i get to them first with my sword skillz 
     
    @fearthephins:    
    do it its awesome!
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    ahoodedfigure

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    #22  Edited By ahoodedfigure
    @Claude:  Do I remember correctly that you liked The Witcher? I need to start taking notes on everyone so I look more attentive.  One thing I read about that game was that there was a weird stance thing that actually meant you were vulnerable, sort of like old Prince of Persia, until you went into combat mode. That might have made a lot of the reviews a bit negative toward the combat side of things than maybe it deserved overall?
     
    @ZombiePie: I know I'm not exactly in the majority here but I think there's a lot of elements to like, Hamz or no Hamz :)
     
    @thabigred: Hey, that's nice. I can't imagine playing this on the PC but I guess controller support would help. I really need to get a gamepad or equivalent.  Also:, Dark Side of the Taco.
     
    @W0lfbl1tzers: Hard to get a lot of points, though. Which skill you maxed out in :)  I'm almost top in Anachronistic Blogging and Fringe Opinions.  Those, and Heavenly wave and Stone Immortal. One level away from finishing off the latter, which is great since I'm in the middle of one of the last arena battles without much in weapons or martial styles. I'm sorta doomed.
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    #23  Edited By ahoodedfigure
    @blacklabeldomm:  Which lady did you target? The jerk or the nice one? 
     
    @DJSire: Did you get the special whatever edition for the XBox? I don't even have that, although I guess it's not a whole lot different. Just monk guy, a few more enemies, stuff.  Sour grapes, maybe.
     
    @dagas:
    @babblinmule:
    It's my understanding that it did decently, commercially speaking. I just hope if they do manage to do it that they put some care into fixing things a bit, and maybe deviating a bit from the formulas they've been following just for novelty's sake. Would be a bit trippy, though, since so much time has passed since the last game.
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    Claude

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    #24  Edited By Claude
    @ahoodedfigure:  When an enemy was near in The Witcher, you automatically went into fighting mode.  The last stance you were in is the stance you go into. You could choose from three different styles; Strong, Fast and Group. According on what kind of enemy you were fighting and if you were surrounded or not determined the style you should be in. After that, you just clicked on an enemy much like Diablo. If you timed you hits right, you would get combos. You also had different weapon types according to your enemy as well. I liked the fighting, it was fun.
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    phrosnite

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    #25  Edited By phrosnite

    I thought it had a pretty good story and a few interesting characters but overall I didn't like it.

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