So, i just finished the game and wantedto put do in writing some scattered thoughts and ask about yours.
The setting and lore i liked quite a lot. Writing has always been one of Obsidian's strong point, but even the environments (gorgeous, but i'm obviously a sucker for the IE style) did a fine job in transmitting the proper feeling (Gilded Vale being so bleak and dark informed me immediatly of how dire was the situation, for example). I don't know if creating an entire setting from scratch instead of using something like Forgotten Realms was a decision forced by economical needs at the time of the kickstarter or simply a creative one but it paid off; the focus on souls and these deities was very interesting to explore. The only true bad decision i think they made was to bind themselves on creating so many levels for Od Nua, I would have preferred to have a shorter Big Fucking Dungeon but a couple more smaller ones like Lle A Rhemen (the talking heads and spear one), or some work on the more empty areas (Pearlwood Bluff, i'm looking at you).
--------------------------------------------------------------
Structure and gameplay wise most of the innovations on the old IE formula are good. Implementing various speeds was a really good decision (i spend half my time in BG and ID looking for boots of speed :D), so was to split endurance and health to avoid the classic problem with low levels (a goblin arrow crits you, you're dead). I'm a little less appreciative on the attributes, i understand trying to make everything viable for every class but they don't reconcile well with how scripted interactions and statscheck work; you easily end up with the majority of wizards that are able to cast aside huge boulders and bend steel bars with bare hands while maybe your fighter, who possibly has to wield tower shields (one shield is a freaking door, for fuck sake :D) and wear heavy armor all day has the strenght of a child. An heavier shift toward skills cheks instead of attributes would have been less immersion-breaking maybe?
The inventory design was optimal: no shifting through characters pages, no weight limit, no limited slots with the stash...perfect.
I have some criticism though: the first one is the way equipment bonuses work. I would rather have very few rare items that give you bonuses but stack, than having to basically play a fucking puzzle game to optimize my party equipment ("so, if i switch this cloak to him, i suppress the ring, but that i can give to her because her helm can go to this other one, wait no he has this gloves...fuck"). Second one is enchanting/forging. I want to feel that the old, legendary sword I got as a reward for defeating a powerful high-level enemy is way better than if i just stuck with a sword i got at level 3 from a bandit and just enchanted it. Also, very minor, if you have a truckload of different helms and hats (yeee tricorne :D) why the fuck the vast majority of the bonus bearing ones are just plain, brown, leathery hat? I only found a mail one +crit modifier and a plate +1 perc +1 res, so if you wear heavy armor get used to seeing a brown leather helm. At least let me hide it :(
Final one is about leveling. I reached the level cap a few quests in act 3 without going into Od Nua, i imagine if i did instead i would have reached it already in act 2. That's not very rewarding for who wants to explore the game the most
On combat I cannot say much, i played on normal/hard and it was fine, the challenge should be in Path of the Damned so i cannot say if it's properly tuned there. Only thing is pathing in combat is awful, but at least when you move through the areas outside of combat you don't have people bumping into each other and trapping themselves in various dead-ends which was awful in the old games :D
The stronghold was an ok implementation. I freed Maerwald, got a couple of prisoners (one escaped and one i released), Azzurro visited 5 times...not much else of relevant. I was very much excited when i got it, but it is nothing of a grand magnitude to me in the end. I like Talking Chair :D
--------------------------------------------------------------
But of course the shining point of the game and what at Obsidian have totally nailed is questing. The variety of ways to complete scenarios (even the minor ones), the extreme influence of who your character is and how you behaved in the game on them (dispositions instead of static or a single/double scaling alignement was truly a masterful decision), the constant idea in your head that "there could be another way more to do it"...it is awesome. Builded and expanded on the past games while reminding you of that feeling, just what i wanted (i can say the same on the fantastic music score).
I have just one tiny complaint, and it's the companions' quests. Two are just checkpointed conversations (Grieving Mother and Durance), three are just random hunts with a blueballing at the end (Eder, Sagani and Kana), one is just...meh? (Aloth) and another one is just ridiculous (Pallegina; are you kidding me? Even the most minor side task in the game is more than that). The only one structurally fine was Hiravias', and at least with Grieving Mother and Durance you see them grow and expand as characters, but they all feel like they were developed separatly from the rest of the game.
--------------------------------------------------------------
Last but definitely not least is story and characters. I played as a human paladin, reached high or top level in all dispositions but aggressive, deceptive, cruel and stoic (0 points in these four) so that will tell you how i played the game. Travellled with Eder, Durance, Grieving Mother, Aloth and a hired rogue (the other companions i used only for their quests). I liked the most Grieving Mother and Durance (i didn't like him at all at the beginning), because they have a nice character arch. Having Mother be so opposed in the end to Hylea's request was surprising.
I liked the main storyline. Yes, it's the usual "you're the special one" but i'm fine in rpgs with that. Thaos was a good villain, it gave me a good sense of power, especially when at the end of act 2 he kills the Duc of Defiance Bay. A big "You know all you worked for to this point? Yeah, fuck it and fuck you". Considering the last rpg villain I battled against is the cartoon-like, smashing-into-mirrors-headfirst buffoon of Inquisition it was sooooo relieving. He seemed like a proper menace. As for the ending, I completeted all the tasks in the Council of The Stars but bound myself to no deity before jumping in the pit, and ended up picking Wael's choice (having a player character priest of Wael should be super interesting, since you meet him after the revelation about the gods). I would have liked a truly indipendent choice since i came to consider all the deities as antagonists, but if there even is one i was not able to find it. I would love if the sequel is about going after these "gods", expanding their lore and psychologies (Skaen being a double-agent is quite interesting...), exploring their powers and connections to the kith races...or if not just have it set in the Valian Republics :D
Also the various side stories were nice, you often find yourself in interesting choices and it's quite rewarding when you find again someone you interacted with before and seeing the ripercussions you had on them; even if very very minor like the father of the boy with the dagger scolding him, Serel in Brackenbury, the couple of Dryford in the inn in Defiance bay, or more meaty like having to kill Raedric again.
--------------------------------------------------------------
In the end all i can say is that Obsidian made a fantastic game. The criticism i moved to it in this thread are quite minor in comparison of how I tremendously enjoyed the experience of playing it; they dissipated any worry i had and the fact that apparently they are already working on an expansion fills me with excitement.
PS: I just have the strange feeling that someone from the first Mass Effect worked on this game, between the "old ancient civilization that created these machines" and the "matron" from a spider-like race you can let escape to create a colony (rachni queen in fantasy setting, basically) :D
PPS: In the Crucible keep there is an altar to Abydon with which you can interact, has anyone found any use for that? It bugs me quite a lot
Log in to comment