• Tag Archives RPG
  • Divinity: Original Sin II – Early Game

    There’s honestly not much to say about the sequel to Divinity: Original Sin. At this point, having escaped the first island and explored a bit around the first town, apart from the size of the areas it comes across as essentially just a refinement of the previous game.

    Which while certainly not a bad thing does make you wonder why it was ‘in dev’ for so long. Some things to take note of:

    • Once off the first island, at about level 8, you’ll gain access to a repeatable and completely free respec option.
    • Due to the ally-enemy-ally turn ordering, only one character needs high Initiative.
    • Lucky Charm is extremely good.
    • Polymorph is more effective for mages than going above 3/5 in the specific elemental schools (if the bonus point is added to Intelligence).
    • When using Thievery, it’s more efficient to buy a bunch of items and then steal the gold rather than directly stealing the items.
    • There is no highlight key for interactable objects, like containers, so you’ll be doing a lot of manual scanning for stuff to click on.
    • Don’t play above Classic difficulty unless you know exactly what you’re doing.
    • Unless you notably out-level your opponents do not fight them ‘fairly’.
      • Most ambushes will engage a character in conversation first, use this opportunity to have the other characters set up death traps or teleport the speaker far away from its allies.
    • Unless you’re going with a pure-physical or pure-magic party, make sure all characters have some method of dealing with both physical and magical armor.
      • The existence of Evasive Aura makes going pure-physical dangerous.
    • Movable/interactable objects (including doors) do not block line of sight.
    • Useful, searchable, crafting guide: www.irodemine.com/divinity2/divinity2.php.

  • Two Worlds II: Velvet Edition

    While theoretically a sequel to Two Worlds, Two Worlds II is effectively no such thing. Not really. It’s more like a sequel to an alternate universe version of Two Worlds; the geography and character history are completely different.

    As far as mechanics go however it is definitely a sequel and the two games feel very similar despite some rather drastic changes (some good, most bad). Let’s get the good out of the way first so that I can dwell on the bad:

    Magic damage now scales with Willpower, summons can actually reach a decent power level (level 40 with doubled strength), you can now have more than 3 spells, unique loot has been added (received as quest rewards), melee combat is a bit more dynamic, and… well, that’s about it really. Short list huh?

    The list of degradations is a little longer: The GUI is atrocious, Steal is now useless (awful rewards and an awful mini-game), Alchemy is now next-to-useless, killing wildlife no longer grants decent XP past a certain level (making exploration pointless, since that’s all that’s out there), lockpicking quickly becomes an annoying chore (lock difficulty scales with your character level), spellcasting requires an equipped staff, a ton of quest-locked doors, and dungeons are somehow even less rewarding than they were before (30+ generic enemies; ~maybe~ 2 chests with the same leveled loot you can find in people’s houses).

    As far as combat goes I like the magic changes and all in all those are a major improvement despite the the new staff requirement and a continued dependence on vendor-farming. The melee changes seem good at first, but it quickly becomes clear that most of the variety is superficial with it now being attack->block instead of combo->dodge. And as for ranged, well I’ve not touched ranged so I can’t comment on that.

    Exploration and loot is what makes or breaks a game like this though, and so far (just reached New Ashos) that department is where the game really falls flat. There is literally no point whatsoever in visiting an area that a quest marker isn’t directing you toward (unless you enjoy continuously discovering conspicuously out of place doors you can’t open) and the loot is painfully uninteresting with blatantly obvious tiering.

    The second island is only like 10% the size of the first, and despite having just arrived I already know there’s nothing out there besides a bunch of trash-mobs to kill in uninteresting ways. I have zero motivation to keep exploring and honestly now just want to go re-play Neverwinter Nights 2 with a Monk-Sorcerer or mod in some sort of new fighter/mage class in Dragon Age or something.

    That said, I think I’ll try to power through the rest of this game first to see if the Tenebrae content is any better. Maybe switching over to a magic-first strategy will help the unrewarding combat since the spell creation system does actually have some variety to it.


  • Two Worlds – Finale

    With my equipment and skills essentially maxed out earlier (and wanting to start playing Two Worlds II), I decided to not bother exploring every nook and cranny and just go to the last few quest locations and finish the game up.

    Surprisingly, the lower half of the map has some new enemies to fight. None of them were much of a challenge though except the Lava Dragons and Adamantium Golems, which took forever to kill. Everything else fell to either 1-2 Multi Shot volleys (most stuff) or 1-2 Berserk-enhanced melee combos (Scorpions, Sand Dragons, and Stone Golems).

    Both endings are kind of abrupt and disappointing sadly. Which is unfortunate, but I did have quite a bit of fun scouring the countryside for loot earlier and the developers obviously put a lot of effort into the textures; there’s quite a bit of variety in both the environments and the creatures, which helps mask the repetitiveness of the game’s combat system. So all in all I guess it was worth the… whatever it was I payed for it when it was on sale oh so long ago (it’s definitely worth the 99 cents it’s on sale for now).


  • Two Worlds – Midpoint

    As with Gothic 3, calling this a midpoint isn’t quite accurate since the game’s only as long/short as you want it to be. Half the map is cleared though so it’s close enough.

    At level 66 now and I experimented with both magic and ranged combat to see what ended up being the most powerful. Basically, it comes down to this:

    Melee: 20x Exotic Hachet/Armor Opener (no element) at 200 Str = ~5500 Damage
    Melee Boost: Strong Hand (Rank 10) + Berserk (Rank 10) = +500% Damage

    Ranged: 20x Whistling Death (no element) and 20x Ornamented Quiver at 200 Dex = ~11100 Damage
    Ranged Boost: Overdraw (Rank 10) & Multi Arrow (Rank 10) = +100% Damage and +4 attacks

    Magic: 20x Eruption (Earth Rank 15) with 5x +Damage/+Level/-Cost = 9390 Damage for 1174 Mana
    Magic Boost: 20x Concentration (Air Rank 15) with 5x +Damage/+Level/-Cost = +2370% Damage on 1 attack for 305 Mana

    So melee is most efficient at low skill levels (you only ‘need’ Strong Hand and Berserk), ranged at high skill levels (you need all four passives), and magic is best for doing insane amounts of one-time damage (but requires a ton of vendor farming). I have not run across all the spell cards yet but the ones I have point toward magic being best as a support ability; Strength of God, Adamantium Shield/Reflection Shield, and Grapple Ivy/Freezing Wave are great at eliminating melee/ranged weaknesses. Summoning seems to be near-useless since the best summons max out at level 30.

    Some other worthwhile things to know, in no particular order:

    • Force Triple Buffering and Vsync in your graphic card’s settings to reduce the stuttering.
    • Equipment can’t be stacked beyond 50.
    • Spell Booster bonuses max out at 5.
    • The best equipment starts appearing around level 40.
    • One-handed axes stop appearing around level 50.
    • Pure-piercing damage spears stop appearing at around level 50.
    • Items can have a maximum of 5 enchantments.
    • I’ve never seen the magic schools, Sneak, or Steal appear as +Skill equipment enchantments.
    • I’ve never seen an enchanted dagger or swordbreaker.
    • Only certain herbs are worth collecting.
      • Blue Eye/Screama Badilla/Ostrich Plumes if you want to make +50% magic stones.
      • Dotted Toadstool/Adder Brother to make poison immunity potions.
      • Saffron/Lavender/Centaurium/Nothern Frostroot for the permanent stat boosts.
    • When making stat-boosting potions, use either 4 minerals and 6 mana/health potions or 10 herbs.
    • When making stat-boosting potions try to make sure all the ingredients boost the same stat.
    • Poison prevents mana regeneration.
    • Berserk and Critical Hit don’t stack.
    • Sneak does not affect Steal success or Lockpick crime reporting.
    • Stealing often has to be done from the front/side of a target.
    • If NPCs attack after Lockpicking something, running far enough away will usually reset them.
    • Strength increases melee damage, Dexterity ranged damage, and raising the magic skills increases magic damage.
    • Carry Weight maxes out at 500.
    • Different enemies resist different types of damage; make sure to have both a bludgeoning and slashing weapon.
    • There’s not much off the beaten path besides more enemies to kill.
    • The only use for swimming so far was to reach 4 small islands, each with a stat-boosting potion.

  • Two Worlds: Epic Edition

    Ever played Gothic? Well this game is just like it:

    Clunky melee that lets you dominate with hit and run tactics, a large map to explore with enemies that don’t respawn, a difficult beginning until you pick up a level or two, a forced male MC with slightly jokey voice acting, the ability to attack/kill NPCs, a wide variety of skills to customize your character with, and tons of stat-boosting herbs scattered around the map to collect.

    Been playing for a while now, reached level 33 and just got around to entering the first town to max out Alchemy in order to use all the permanent stat boosters I’ve been collecting from the ground and NPCs’ pockets (the Steal skill is actually good since it lets you find stat/damage boosters instead of just gold). Other good all-around early skills would be Lockpick (get it up to level 8 and keep it there) and Set Trap (traps do tons of damage). I haven’t used much magic (mainly just Heal) or any archery yet, but for melee you don’t really need anything more than Strong Hand and Critical Hit; I have Parry up pretty high but it never seems to do anything… and you shouldn’t be getting hit in the first place.

    So yeah, if you’ve played Gothic II or III before you should feel right at home. If you haven’t, then it might be better to start with this since it’s more forgiving of character building mistakes (there’s a repeatable respec option available in towns that can reset your stat/skill points).


  • Nier: Automata – First Impressions

    This game is quite a bit different from conventional RPGs.

    I’m not at all fond of the top-down shoot-’em-up elements, bullet-hell aspects, combo-heavy melee attacks, or save point system. The washed-out color scheme is a turn-off as well. On the other hand I like open world exploration and collecting things quite a bit. Some other positives would be the easily customizable control scheme, access to the Japanese voice acting, cool visual effects, and… that’s all I can think of right now.

    Maybe I’ll warm up to it in time.


  • Torment: Tides of Numenera – Endgame

    Finally got around to seriously playing the game and just finished it.

    Turned out my earlier annoyance regarding the multiple resource pools was mostly an over-reaction; once you get a point or two of Edge it becomes practically impossible to deplete them. I only ended up resting 3-4 times over the course of the entire game, and could’ve probably got by doing it just once if I had used those full-heal cyphers. That said the game isn’t very large by RPG standards… maybe about the size of Tyranny (perhaps a bit smaller).

    It certainly is Planescape: Torment revisited though. Much like its predecessor, this game rewards high Intelligence values on the PC, heavily promotes exploring every branch of every dialog tree, and allows most confrontations to be solved/avoided without engaging in combat. That last one is particularly good since (also like PS:T) combat is kind of a pain.

    However it’s the gameplay as a whole that’s holding it back rather than just the combat: The character building system is lacking, with many skill/ability choices being either useless or redundant, and you never really feel particularly powerful or godlike even at max level (which is Tier 4). Attack abilities don’t do all that much damage and companions who aren’t in the party not gaining experience certainly doesn’t help either. Equipment ends up being the main source of combat effectiveness, and the variety in that department is notably lacking (while there are tons of cyphers/oddities, there are only a few interesting weapons and a highly limited armor selection). There’s not really anything to collect either aside from merecasters.

    Which all adds up to this being the perfect game for people who love replaying the exact same scenario while making slightly different choices (since those choices do actually tend to affect things here). Anyone looking for a more physically engaging or mechanic-based experience however will most likely be disappointed.


  • Mass Effect: Andromeda

    Short version: An inferior Dragon Age: Inquisition.

    Slightly longer version:

    This is a large game with quite a lot to do. So it’s unfortunate that navigating the galaxy map is such a chore (especially since they got planetside fast-travel right), the minor glitches it has end up remarkably annoying, the respawning mechanic is pretty bad, and that the dialog/script is atrocious.

    Really everything else could be forgiven if it weren’t for the writing. We’re talking internet-published fanfiction level here. It goes well beyond cringe-inducing, which ends up something of a mystery considering it starts off well enough. Did the writing team change partway through development? Did they just give up and/or run out of inspiration a quarter of the way through? Whatever the case the end-result is practically unreadable and late-endgame developments in particular feel like they were pulled out of thin air.

    All that said, if you’re just looking for something to waste some time with the game is good enough. If you’re looking for something engaging or, worse, you’re a serious completionist (the glitches and random spawning combined with the slow system map make getting 100% a real pain), it should be avoided.


  • Hyperdimension Neptunia Re;Birth3

    Taking place a little while after the end of the second game, this third installment in the franchise is basically a combination of the first two with an overhauled combat system. Making it easily the best of the bunch (once you install the re-translation project to reduce the terribleness of the localization).

    Character-wise, with the DLC, you get access to the whole cast and don’t have to jump through any hoops or waste any Plan space to unlock characters (although Uni, Ram, & Rom don’t become available until the last chapter). Story-wise there’s only some especially cringy moments in the 6th chapter or so. And as for the re-used assets… well, there’s still a ton of those.

    The most notable improvement here over the previous games though is the revamped combat system:

    Instead of having an EX Bar that the entire party has to use (and which has to be re-filled every time you enter an area), each character’s SP pool doubles as an EX Pool. Meaning now you can pull off multiple 3-bar EX attacks in a row. Even better, the game now tells you when an enemy you’re attacking happens to be weak/strong against an element and even specifies whether an attack you’re about to use is magical or physical.

    Another new addition is an in-game achievement system. By doing things with each character like running, jumping, taking damage, switching in combat, using items in combat, and so forth, that character will get stat boosts and unlock character-specific Plans to further boost their stats or add new abilities (like a 5th combo slot).

    Really, the only flaw with this entry (besides the localization and re-used assets) is that the DLC character Events are bugged to appear a chapter earlier than they should. So if you’re only able to get one of the three games, this would be the one to prioritize.


  • Hyperdimension Neptunia Re;Birth2

    It shouldn’t be surprising, yet it is: This sequel is in almost all ways worse than the first Re;Birth.

    The localization got worse (install the re-translation project modification to make it merely equally as bad), Nepgear is a far less engaging protagonist compared to Neptune, there’s a bunch of ecchi events straight out of an Agarest game, and the new themes are atrocious.

    No, I don’t want to be constantly lectured about how piracy and cheating is bad in this game I bought… especially when said game just so happens to include cheat items in its paid DLC.

    The only things this has going for it are giving the characters a couple extra combat abilities, Boss enemies not having any insane HP regeneration abilities, a Super EXP option which effectively eliminates level grinding (added by the DLC), and the somewhat large variety of possible endings.