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Talbain

Joined: 14 Jan 2007
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Posted: Wed Jan 29, 2014 5:46 pm |
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| Felix wrote: |
| yeah. at this point they might just barely creep over the finish line. they'd have done much better to wait a couple weeks... |
I feel pretty much the same way, though statistically most games tend to creep over the finish line or do extraordinarily well throughout the entire campaign. Feast or famine.
Still, the biggest issue is that they just didn't have a lot of solid information as to what it was they were selling. No mock-ups, only now are we starting to see design documentation... just kind of mishandled what the donor should expect. The fact that it's also on mobile devices has also continued to raise a lot of eyebrows from those who want a game that's "epic" in scope (not that epic isn't just a buzzword in the first place though). _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Thu Jan 30, 2014 2:41 am |
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| Toptube wrote: |
| Getting Yoshida pretty much seals the deal. 16 days is a lot of time. and if they can crap out some Yoshida concept art in a week, that last 9 days could be really good for them. |
Yes, if they start getting character concepts from Yoshida I do expect some amount of money to roll in just to support him. _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Fri Feb 14, 2014 6:46 pm |
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I donated 3 bucks, but I hope that whenever it comes out it will be something I want to buy.
I kinda don't dig grid-based combat nearly so much as something closer to Baldur's Gate-style real-time with pause.
Ogre Battle: March of the Black Queen is my ideal sRPG I think and it very much feels like a product of its time, because nothing even close has come out that mimics it. Even Ogre Battle 64 has a dramatically different feel to it, by comparison. _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Fri Feb 14, 2014 11:20 pm |
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| Felix wrote: |
| have you tried the newest Fallen Enchantress, Talbain? it looks somewhat Ogre-Battle-esque (though very CRPG esque in not so great a way, and the last one was really poorly reviewed, and I don't have a great deal of confidence in the interface or the balancing so I haven't tried it yet) |
Fallen Enchantress is more Disciples II than Ogre Battle. Also these games focus more on battle tactics and tend to miss out on war politics (recruiting, winning over cities, getting nobles and the rich to back what is effectively a war you decided to wage in their territory). I actually really like Disciples II Gold, but even it is a very different game from the first Ogre Battle (it's closer in style to Ogre Battle 64, though it's turn-based and has stuff like giant global spells that completely change the sway of fights, which is definitely different from the more localized battles prevalent in the Ogre Battle series--though Ogre Battle 64 has something like this by way of spells you could cast as a sort of godlike overseer over and individual battle, rather than a set of tiles as in Disciples and I wasn't too big on that; it broke the game really early). The auto-battle of units in the Ogre Battle series is also pretty unique in that it makes you feel like you are commanding an army, not giving it psychic orders on every little operation (such as how specifically to attack a given unit).
The Ogre Battle March of the Black Queen hard mode is really enjoyable, but definitely moves the sway starkly to the battles. It and a lot of other interesting difficulty mods (particularly Final Fantasy VI) are available over at insanedifficulty. Some of their rebalances just feel like hard modes, others feel like a lot of genuine thought was put into trying to make a game challenging without being frustratingly difficult. Their MotB and FFVI feel enough towards the "challenge" side of things that I think it's fair to recommend them.
Insane Difficulty is also the home of the Dark Souls aggression mode mod which I absolutely adore and recommend to anyone that has played Dark Souls before and is looking for a fresh take on it. It shows just how much design, rather than simple stat increases, can influence the way a game feels. The March of the Black Queen feels similar, though the stat rebalances on classes like Princess also make it much more difficult (seriously, a Princess plus two Griffons could take over half a map before the enemy's units even started to pose a threat; this has a lot to do with her broken AoE damage, which was adjusted to be quite a bit less--the reworking of enemy formations is what makes the Ogre Battle MotB hard type really shine though, and it shows just how good the game's AI can be--what bugs me is that they created what essentially amounts to infinite respawns over a given period of time, and it forces a sort of artificial clock on the maps, which I'm not a huge fan of). _________________
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