Had some more time to play the game now. Still dicking around in the main city, been in it for a few days now, it's beefy.
I definitely came around on the new and re-balanced class/skill system. It's an improvement over the last one for sure. As well as a move to a more per encounter reliant spell system. There are still per rest abilities and items, but they are much rarer. The fact that your companions also provide half their skill stats to skill checks is great it doesn't feel like they're wasted now. Along with the fact that there are jsut more now and they are much more frequently used in situations is also great, it feels like a properly fleshed out thing now. The reputation wheel representation is just a great quality of life feature.
Oh and I loooooove the new robust AI behavior customizer. If you take the time you can actually make your party autonomous for a lot of the fights, not do dumb things you don't want, and do do minor constant ability/spell use you would have otherwise have to do yourself every time. I've neglected this feature for a while just because there was so much other cool shit to focus my attention on, but as soon as I got my hands greasy I didn't regret it. It's similar to what Dragon Age Origin had but , way expended and way more robust. If you were ever annoyed as to why your auto AI is doing things you don't want nor do you want to do everything manually yourself, well the tools are there. It's a lot to take in all at once, but you can start by copying the pre existing AI behavior sets and going from there, to customize them for yourself, adding or removing a line here or there over time. Developers who have worked on this feature and it's UI, A+ job thse guys.
I get the logic of the move from 6 to 5 party members. Considering how much more active even non caster classes are compared to older school D&D rule set based games. Even with 5 party members there is a lot of things to keep track of and manage in combat. That said I still feel a little bummed now that I have all the core companions and now have to make decisions on who to take or cut based on their personality vs their class usefulness and synergy. That one extra missing spot would have solved a lot of my problems :)
The fact that buffs from gear now stack is a great small change, meaning no more having to joggle all your gear in a party around when someone gets a cool new item and you are min maxing. You have a better thing to wear? It works, period. If you want to stat stack something specific go ahead. The reverse change is also great for in combat buffs, its a great thing that buffs of the same type or that affect the same thing don't stack, meaning there is no more need to cast 10+ buffs spells in combat every fight and you are also more flexible in class choices for the party as there is overlap (which is also why 5 instead of 6 party members limit works)
There are just a lot of super smart overall changes from the first game to this one. From small ones to big ones, from the very obvious to the subtle. These are clearly systems designers and developers who learn from their previous work and take away a ton of lessons I would not have even thought to consider. I'm like officially impressed.
And while I get why every streamer is pissing their pants with joy now that all character dialogue is voice acted and singing the games praises, because they no longer have to readout out loud a novels worth of dialogue to chat. Honestly this was never a huge deal for me in the previous games just playing it, reading stuff for myself in crpgs was par for the course. I was actually a little apprehensive about the full voice acting decision for this game as this kind of consumerist decision usually leads to simpler less interesting dialogue and dialogue choices overall; but so far even if this is true I'm happy to report that it is not noticeably so and in parts where it is , it is more or less well masked. Skyrim "dialogue" this isn't. I do wish you could still scroll back to read what was previously said in a conversation and that the dialogue box was just a tad bigger, like in the first game, not sure why they changed that.
PS:
Just because you have an option in conversations and events to use your skills sometimes does not mean they guarantee batter outcomes or resolutions in all situations, most of the time they do, but also sometimes they can skip interesting quest steps or just entirely remove alternate path solutions and outcomes that could have been "better". It's good that it's this way from a gameplay and narrative perspective obviously. But it was also a bit painful for my OCD rpg completionist ass as I found out yesterday to my chagrin; that me being a smarty pants, sly, smooth operator with one NPC quickly and easily solved a quest for me, but to the detriment of being to actually be able to help more people out of a bad situation on the back end. (and i wasn't willing to roll back that far back on a save)
PSS: also do wish there was at least one or two of a more evilly inclined party member ala Viconia or Devil of Caroc
Log in to comment