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Heroes Community > Other Games Exist Too > Thread: Doomforge's review corner
Thread: Doomforge's review corner [ This thread is 9 pages long: 1 2 3 4 (5) 6 7 8 9 ]
JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted August 17, 2011 05:10 AM

DF, you are simply evil.

You made me go:
"YAY! A space opera I haven't played! It sounds good too!"
...
...
...
"It's got the exact same issue every other fricking space opera has..."

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Doomforge
Doomforge

Hero of Order
Mayhem Elemental
posted August 17, 2011 05:22 AM

Thanks Cor

Quote:
DF, you are simply evil.


Never denied that..
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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted August 17, 2011 05:58 AM

And that is why you don't get to come on awesome HC eurotrips.
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Doomforge
Doomforge

Hero of Order
Mayhem Elemental
posted August 17, 2011 06:02 AM



Not faaaaaaaaaair.
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Doomforge
Doomforge

Hero of Order
Mayhem Elemental
posted March 12, 2012 09:49 AM
Edited by Doomforge at 09:49, 12 Mar 2012.

new one for ya. Short one, since there isn't much to say about this game.

[SERIOUS SAM HD]



(This will be about both parts, First Encounter and Second Encounter).

The HD remake of a game that tried to take as away from all the bull**** fps makers fed us with for the last years. No more taking cover, no stealth, no snipers on every second roof, no puzzle solving - just the oldschool run&gun. Serious sam was meant to reproduce Duke Nukem 3D's humor with the protagonist's commentaries in particularly funny moments and Doom's gameplay with slaying hordes of enemies without caring for ammo. The game puts hundreds, heck, thousands of enemies per level for you to slaughter with a large weapon collection. Seems fun? it is.

For like, an hour, or two..

Serious sam has critical flaws, however. The most painful one is that the opponents aren't varied. There's basically only a few types, and with the numbers reaching four digits per level, the game begs for more. It wouldn't be so bad however - if only the game designers were free of Kleer-fetish... but nah. Later levels are composed almost solely with Kleers (a giant skeleton-horse that makes dash attacks). It's not that they are spawning in waves all around you: they are also LITERALLY around every corner (which requires to either takes a quick step back once you reach a corner to avoid the dash, or to memorize their locations & quickload after each one, which is incredibly tedious), and also, the game spawns them BEHIND you on many occasions, which results in frustrating and pretty much unavoidable health loss. Kleers are everywhere, and it quickly becomes painfully boring to kill 300-500 Kleers per level. They have a pretty boring death animation (killing them isn't satisfying the way shotgunning imps in doom was), their attacks are frustrating, and they do a lot of damage. Serious Sam gets WAY overboard with this crap.

There's also an issue with weapons. Shotguns are very, very weak - and the animation of the double-barreled gun reminds me of those half-assed first 3d shooters of year 1999-2000, even in HD version it's just lame. Basically every new weapon will make the old one look like a toothpick - especially after Minigun, which makes all the other guns waste of time. it's a bit better in second encounter, where the flamer&chainsaw help against those maddening Kleer hordes, but still, your best bet is the minigun, and ammo is so plentiful in this game you will quickly feel bored by using pretty much the same weapon over and over again simply because it's so much effective compared to the others.

Also, the levels fail to impress. While they are initially amusing, they quickly become series of square-shaped sandboxes with endless waves of Kleers spawning from all sides. And I really have to mention it one more time: Kleer wavespam sucks. it's boring, and it's not fun. Again, it's WAY better in Second Encounter, because they added new enemies and designed the levels a bit more interesting (with traps, powerups, crazy trampoline platforms), but first encounter is actually quite horrible for final levels.

All in all, the game could use more content. More enemies, less ****ing Kleers spawning around, less Kleers spawning behind you every time you pick something up, less Kleers around corners. More variety in guns, or rather, roles for each gun to fulfill rather than just being a filler when you run out of minigun bullets for a while. And less Kleers, of course. If it had more fleshy enemies with satisfying death animations (beheaded guys are fine, but they are too weak & rare at later levels), and the guns had more tactical use, it would be a great Doom successor in brainless, but extremely fun FPS carnage. The faults I mentioned above kinda ruined it, though.

Rating: 5/10
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Corribus
Corribus

Hero of Order
The Abyss Staring Back at You
posted March 12, 2012 10:04 AM

I actually like cover shooters better than the old school run and gun style.
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Doomforge
Doomforge

Hero of Order
Mayhem Elemental
posted March 12, 2012 10:50 AM
Edited by Doomforge at 10:51, 12 Mar 2012.

Run&Gun is entirely dead. Serious Sam was one of the last games in that department - and it was originally released in 2002. Even Serious Sam 3:BFE, released last year is pretty much a cover shooter. That's why I had high hopes with this one when playing a HD remake of it and it sort of disappointed me.

Guess Doom II will remain forever unbeaten in this category
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Corribus
Corribus

Hero of Order
The Abyss Staring Back at You
posted March 12, 2012 11:03 AM

Resistance Fall of Man had a throwback, run&gun feel to it.  Don't know about the more recent entries in the series, though.

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Doomforge
Doomforge

Hero of Order
Mayhem Elemental
posted March 23, 2012 09:42 AM

Well, not much commentary, I see?

Oh well. I'm in the mood of writing more stuff.

I'd love to write H&S review. Take your pick:

Torchlight
Dungeon Siege 2
Titan's Quest

Which one do you want, guys? ^^
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OmegaDestroyer
OmegaDestroyer

Hero of Order
Fox or Chicken?
posted March 23, 2012 09:59 AM

Serious Sam BFE is not a cover-based shooter at all.  It's still run- (backwards... FOREVER BACKWARDS!!!)-and-gun.

As between Torchlight, Dungeon Siege 2, and Titan Quest?  Hmm... Torchlight.  DS2 and Titan Quest have been around for years.  Might as well review the latest of the trio and the one with a sequel on the horizon.  
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Corribus
Corribus

Hero of Order
The Abyss Staring Back at You
posted March 23, 2012 11:21 AM

Seconded with Torchlight.
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Sphere
Sphere


Famous Hero
posted March 26, 2012 09:30 AM

Yeah a Torchlight review would be great - Specially with T2 around the corner.
Personally, I would also like a review of the Underlord mod for TQ:IM


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Doomforge
Doomforge

Hero of Order
Mayhem Elemental
posted March 26, 2012 03:33 PM
Edited by Doomforge at 15:34, 26 Mar 2012.

[TORCHLIGHT] it is, then

Torchlight is a lightly toned hack&slash. It was made with low budget, and it shows - I'm sure that the "cartoony" graphics were meant to hide the textures of low quality and stiff animations that failed to impress even straight after the release. But, it's generally not important: Graphics is the least important thing for H&S to succeed.

If you ask here "than what's important", I'll gladly answer. In my (highly subjective of course) opinion, there are five points that a H&S game MUST excel at to be successful:

a) Atmosphere
b) Interface
c) Content
d) Balance

and the most important:

e) The amount of joy coming from killing things.

Let's make a step-by-step review of those components for Torchlight.

Atmosphere

Atmospheric H&S' come with music and style that make you immersed in gameplay. There's not much to describe here - just recall the first time you've played Diablo 1. Do you remember the fantastic dungeon music, dark level design and the famous "aaah, fresh meat" phrase? In 1997, it was extremely easy to lose yourself in Diablo's beauty, not the one coming from choppy 5-frame animation that sucked even then or monotonous sounds, but the radiant darkness of the dungeon you were going through. The backstory of the villagers slaughtered by a savage demon, even if naive to the core, built the atmosphere of the cathedral well, and demonic presence was literally dripping from the monitor.

Now, back to Torchlight... yeah, bipedal rats, deadly jellybeans and skeletons straight from kindergarten Halloween party. Sca-a-ary.

Well, of course not every game is meant to be scary: Torchlight is obviously created with "funny" design in mind, but I'm pretty sure it's hard to get immersed in a game where monsters seem to be taken from Scooby-Doo cartoons. I consider that style to be appropriate for in-browser flash games, or puzzle action games (like, say, Plants vs. Zombies), and not a game where you descend to hellish places to battle monsters attempting to destroy the world. It's like making a porn movie with plush mascots.

Fortunately, the saving grace is made by music. While it's not really on Diablo 1's unbeaten (for H&S genre, at least) level, it's good enough to get you listen to it rather than getting you to mute it instantly. It fits the level pattern you're on and would be decent even if the game didn't attempt the "cartoon" style, pursuing a more ambitious gothic setting instead.

As for the storyline... your regular "there's a bad guy trying to destroy the world" garbage, nothing more, nothing less. It's not that Diablo 1 was any better here, of course, but in late 2009 you would expect games with a bit deeper storyline, don't you think?

But, of course, there are players to which the lack of dark setting and presence of a very naive and extremely generic storyline isn't a big deal, so the fact Torchlight fails to impress in the "immersion" department isn't that bad. So, let's move to...

Interface

Even the best game can be ruined by a combination of annoyances coming from archaic/badly thought interface. "but how's it possible to screw an interface for a game where you basically use left and right mouse button only", you may ask.. well, it's easy, if you're the maker of Torchlight, that is.

My biggest complaint here is the WoW-style damage numbers, "glancing blow" information, and other unnecessary stuff. The flow of those things constantly appears on the screen, and the numbers/letters are unnecessarily big, cluttering the screen and making it harder to see things, especially when you're playing on a panoramic (16:9) resolution, where the characters on my 15' laptop were tiny enough to cause a minor annoyance. Now if you add graphical effects of certain spells or enchantments, like a massive blue orb around you when you use the Destroyer's ability "Frost shield" paired with a large, half-transparent purple phantasm hovering above you, and you got one serious mess on the screen. At times, it's really hard to see what are you doing. The enemies sometimes are hard to distinguish from the background/dead bodies, and the camera angle - while generic - is impossible to change, making things even worse. Sure, you can zoom in/out, but obscuring your sight range is a very bad idea in this game for 2/3 of the classes - we'll get to that in balance section.

To sum up, if you're playing the Destroyer class, or using many summons, it's really easy to get lost in the mess on the screen. It's definitely not on par with Diablo/Diablo 2's clear, obvious display of situation. That's exactly what happens when the animations are necessarily "flashy" (oversized/overdone visual effects) and the numbers, in theory meant to help you, are annoying you in return. Creators should totally learn from Dungeon Siege 2 makers - how to make floating numbers that don't obscure player's vision, at least.

As for the "regular" interface: it has some useful and innovative features: for example, you can send your pet to sell the gear doing it yourself, but it falls short in many places. To list it up:

1) you can not put items when enchanting them by rightclick, you have to drag them to the enchantment window. It's painfully annoying when you want to transmute many gems at once and makes you want to smash your monitor with your keyboard.
2) The inventory screen is small and you'll need constant returns to town (or constant sending of your pet to the town) to clean it often, or you will be frustratingly encumbered. The redeeming factor is that your pet has its own inventory screen, but still...
3) Max number of potions or scrolls in stack = 20, and you can't set any item filters, so not only those things will overload your tiny inventory, but also you will inevitably pick more than you want, even if by accident.
4) No auto collect loot button. Really, is it that hard to implement? Hovering your cursor over a small textbox whenever an interesting item drops is irritating.
5) Things dropped by the same monster pile up on top of each other. You can't take the thing on the bottom without taking everything on top of it. Imagine how "fun" it is when you have to pick up two useless regular items just to pick an enchanted one laying under them, then open the inventory screen, then throw them away - every three minutes or so...
6) You have a big ass tab for spellscrolls which drop once per 30 minutes, but you don't have a separate tab for potions or gems which drop extremely often. Great idea, game creators.
7) The health/mana bars are VERY SMALL, it's really easy not to notice you're dying (sometimes I noticed I'm near death after my char said "my health is low" - which happens at 5% life remaining or so...)
8) The automap is horrible, it either shows your near vicinity or it shows the whole level at once, there is nearly nothing displayed on it bar the level boundaries and exit/entrance - what's missing is i.e. enchantment shrines which you want to revisit periodically - if you don't memorize their locations you'll have to recall their position every time...
Also, if you have any visibility-obscuring buffs cast, like the notorious frost shield, you will not see a good portion of the map because of it - caused by map's transparency..
9) You can learn the town portal & identify spells, but they are frustratingly rare. Until you get those, you'll have to carry scrolls, and it's excruciatingly annoying for identify: EVERYTHING is unidentified by default and you burn through the scrolls in dazzling speeds, forcing you to TP to town just to buy more scrolls. Which kinda screws up the idea of the pet selling things for you because the pet cannot identify items on its own... Why the **** do we still need this "identify" stuff, can't we just have a "town portal" spell built-in GUI (like Titan Quest did), and auto-identification of items? It adds nothing bar unnecessary clicks and scroll/spell management.
10) Finally, most of the skills have a laughable duration, so you need to recast them continuously. It's NOT fun when you have to remember to push three buttons every 30 seconds, you end up paying more attention to your buffs than your actual gameplay. Fortunately there are mods around that improve the duration of the more popular skills, but when you're playing the vanilla game, you'll get frustrated fast. Especially when playing the Destroyer class which has to attain 4-5 different buffs at the same time.

The good part is that you automatically pick gold by running over it, which is (surprisingly) a novelty for H&S games... wish more had that feature.

In other words, the interface is a mess. Big disappointment here. It could use a solid patching, or even a complete revamp.

Moving to content: Well, it's an important part of any H&S game. You want many weapons, spells and skills, you want massive amount of enemies, you want big, interesting levels. Torchlight manages to do well only for the first thing from that list - the weapon selection is impressive, and the items are surprisingly easy on the eyes (I really liked the appearance of guns) - but even this was screwed a bit (higher-tier weapons are the same low-class stuff, just with "Epic" prefix. That only leads to retarded stuff like "Epic rusty blade", "Epic ordinary cloth" and others... (Again, see "Titan Quest" - they actually made different weapons for all difficulties, paired with different look for each and every item. Yeah, possible.)

As for spells and skills... well, disappointment again. Most classes have common talents - Like "dual wield" that improves the damage from dual wielding (duh), or Barter which reduces prices. Seems like they were out of time and just copy-pasted some skills to make the skill tree look more complete... The number of unique skills per class is about 15 maybe, not bad but nothing too impressive having Titan Quest in mind again where every skill tree had 20-30 unique talents (and there were 9 of mastery trees).

Levels? They are small, usually quite claustrophobic, and they are crowded with bad guys. Like in diablo 1, every few levels the pallete changes - it has pretty generic order of mines, crypt, ancient ruins, caves, hell-like fortress and black palace. What I'd like to mention here is that whomever created the pattern for cave levels should be shot and hanged, because paired with horrible automap this place can be one hell of a puzzle to get through if you somehow miss a bridge somewhere.

For monsters, it's a bit crappy: you get 4-6 types per level pattern. They don't even have "tiers", a zombie is a zombie, that's it. No Ghouls, Rotting Carcasses, Black Deaths, Drowners, or other variations. You will meet the same monsters on level 10 (first level of "ancient ruins") and 15 (last level of "ancient ruins), and they also make an appearance in the next four levels. yeah, boring. Not just that - but also, the monsters at later levels are often the same monster just with different model and bigger stats. Boring ^ 2.

Finally, the game length is a mixed blessing again: it's rather short, but there's an "endless dungeon" available after you finish the main storyline, which scales with your levels. Since I'm not a fan of randomly-generated gibberish, I quickly lost interest after finishing the game, simply because the random level generator makes bland, boring series of rooms without any interesting parts - for every level.

Oh, and there's only three classes. it's not 1997 anymore, dear creators, you don't have to stick to the "rule of three" anymore... it's pretty much your generic warrior (Destroyer), archer/gunner (Vanquisher) and mage (Alchemist), too.

To sum up: nothing special when it comes to content. All popular H&S games offer more stuff, and especially in the "monsters" department the game is lacking. Even Titan Quest which endlessly repeats various skeleton types is more interesting.

Not much fun so far, ey? Well, the next one is a disappointment too. Balance is where Torchlight fails again - and I'm talking about the last up to date official version (v 1.15). I can only guess how much of a mess the earlier versions were. In general, each class has a "killer" skill and a "killer" auxiliary skill - and that's what you'll end up using most. In other games it's pretty similar but there's at least a couple of viable options, for example, in Diablo2 you can make Frenzybarb, WWbarb, Singbarb, ConcentrationBarb, Throwbarb, etc, and even if not exactly viable, they are capable of going through the game without much of a headache. In Torchlight, there are 1-2 builds, with the best clearly distinguishable and obvious from level 1. Most skills either suck so bad you don't want to pick'em up, are replaced by similar, but better skills as you level up, or are passive boosts you won't really "feel" playing.

The difficulty is a joke. It's either laughably easy for Destroyers on any difficulty setting, or frustratingly hard for Alchemist of V.Hard difficulty setting. This is mostly due to bad balance of the monsters' attack damage - on pretty much every level there's a monster making dash attacks that are very hard to avoid without constant vigilance, and those dash attacks can take 2/3 of your health bar with a single hit if you're playing alchemist or vanquisher. This specific setting causes you to play those two classes in a rather boring shoot-run back-shoot way, and a single mistake can easily get you killed. Also, monster damage scales way too fast for your armor & resistances to keep up, and once you enter high levels in the endless dungeon, you will find yourself losing half hp to a single attack even with the Destroyer class which has mutliple reduction/slow/block skills.

And the worst part: the game is actually impossible to play through on hardcore (when your char is deleted on death) because of a "balance fix" Runic Games implemented in the last patch. previously, the "Dark Zealot"'s lightning attack did nothing, but in 1.15, it got fixed and improved almost two times compared to what it used to be - now it can instantly kill you on higher levels. Fun, eh? Assuming lvl 80 char can have 8000HP or so (figurative), the lightning attack can actually crit for 21 000. it's also unblockable, impossible to avoid and can be used from across the whole screen. To spice things up, the game can often spawn multiple Dark Zealots near the entrance of a level. Some players that are unfortunate enough to have weaker PCs can actually finish loading the map with their character being already dead.

Again, there are mods that tone down that particular monster, but seriously: what kind of a "balance" strategy is this? They release the patch that breaks the game's balance, get a huge complaint thread on their official message board, and their answer is "oh, sorry, we screwed up, but hey, our next game will be better! thanks, buy it, bye"? I mean, how hard is to post a stupid bugfix patch that reduces the Dark Zealot's broken damage back to what it was pre-fix (at least?) How much does it take, 20 minutes? But nooo, they leave it for three years without even posting a single answer in the thread I mentioned, and instead, post 9001 promises their next game will be better?

What a joke. I really want to have nothing to do with a company that completely stops the support for their game the moment they start making another one.

And your pet is so useless it's almost saddening. It can't die, but it can flee when wounded enough until it regenerates its health a bit -and that's the problem, I mean, when playing on V.Hard mode, you will hear "your pet is hurt" and "your pet has fled" literally every 10 seconds, making your ears bleed. MAKE IT STOP ALREADY! Jesus on a pogo stick...

To sum up: A mixture of overpowered and underpowered skills plus generally badly balanced monsters (with unavoidable instant kills as you level up to high levels). Garbage? Exactly.

As we're getting close to the final & most important point, The amount of joy coming from killing things, I'm pretty sure you can already see I am deeply disappointed by this game. And the last point brings nothing different, albeit I must say that it's surprisingly decent. The monsters don't have overly exciting death animations (those made killing Diablo1's skeletons, zombies and fallen ones so satisfying and made you wanting to do it again... and again... and again) or sounds, but they are decent enough to have some joy from killing. The carnage can be even satisfying enough to make you play through the whole game, but inevitably, you will start noticing the flaws I mentioned above fast and quit soon after killing the final boss, which is possible within 3-4 hours max. There's simply not much to do afterwards, and all the flaws I mentioned above make the "endless dungeon" an endless torture to endure while playing. Chances are you will like this game and play through the endless dungeon for a couple hours, but inevitably, you will be bored, and you will abandon the world of torchlight completely. Lack of content, crappy interface and really bad balance of monsters/skills (especially apparent for those playing after the main plot's finale) simply overcomes the sheer joy of destroying hordes of monsters, and even if it takes 5 hours for player A and 8 hours for player B, it happens awfully fast for a game of this genre. Just look at Diablo 2: there are thousands of people still playing it, there are people that play it for years. if you ask me to imagine a Torchlight player that played this game for years, a picture of an extreme masochist will instantly pop in my mind.


Conclusion: While the game had potential, it was killed by low budget and complete lack of care. If you want a good H&S experience, I'd recommend Dungeon Siege 2, Titan Quest (if you can get along with the flaws of that game) or even good old Diablo 2. Anything but Torchlight, which reminds me of the in-browser games I mentioned earlier: fun to play for an hour or two when you're really bored, quick to finish and even quicker to uninstall & forget. Thumbs down.

Rating: 3/10

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Elodin
Elodin


Promising
Legendary Hero
Free Thinker
posted March 26, 2012 08:13 PM

I enjoyed Torchlight, although I certainly did not play as many builds in Torchlight as I did in Diablo.  There are some skills I never experimented with so I can't speak to how many skills are actually not viable at Very Hard difficulty. I haven't played in quite some time. However, I remember there being a number of excellent user made mods for the game.

The game started off selling at $20 and I certainly got my money's worth of entertainment out of it. I'm looking forward to Torchlight 2.

Like Diablo, Torchlight has a hardcore mode where dead is dead. I had fun with a trapper build in VH Hardcore when everyone was still questioning the viability of a trapper build in VH difficulty.

I liked the enchanting system though it is frustrating to have a good item wiped out. Enchanting is a bit of a gamble but you can make some great items. Also, Torchlight has the shared stash system, something Diablo fans cried for but Blizzard never delivered, though D3 is supposed to have a shared stash.

I think you are a bit too hard on the game, Doom. I'd give it an 8/10.
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Doomforge
Doomforge

Hero of Order
Mayhem Elemental
posted March 27, 2012 06:48 AM

Quote:
I enjoyed Torchlight, although I certainly did not play as many builds in Torchlight as I did in Diablo.  There are some skills I never experimented with so I can't speak to how many skills are actually not viable at Very Hard difficulty. I haven't played in quite some time. However, I remember there being a number of excellent user made mods for the game.


Yes, that's true, however mods aren't a part of the original game, so I never consider them in reviews.

Quote:
The game started off selling at $20 and I certainly got my money's worth of entertainment out of it. I'm looking forward to Torchlight 2.


Well, one may say "don't be hard on it, it's cheap", but to me, that's like the creators deliberately knew they are selling an incomplete, buggy and tiny game. Well, at least they had the courtesy to sell it for a low price... but I'd rather see it finished.

Quote:
Like Diablo, Torchlight has a hardcore mode where dead is dead. I had fun with a trapper build in VH Hardcore when everyone was still questioning the viability of a trapper build in VH difficulty.


in 1.15, which is the final version, HC mode means you're totally and inevitably dead due to Dark Zealot bug. You won't notice this on low levels because it takes time for the monsters to scale up the damage to ridiculous values. After 50th level you may start getting instagibbed by critical hit of a single lightning attack.

Quote:
I liked the enchanting system though it is frustrating to have a good item wiped out. Enchanting is a bit of a gamble but you can make some great items. Also, Torchlight has the shared stash system, something Diablo fans cried for but Blizzard never delivered, though D3 is supposed to have a shared stash.

I think you are a bit too hard on the game, Doom. I'd give it an 8/10.


Yeah, I didn't mention shared stash, which I probably should (albeit Titan Quest got this earlier). Still, not a redeeming factor. I gave it 3/10 because it is fun for a very short time, after which you easily notice the flaws, lack of polish or crappy design - this is simply not acceptable for a Hack&Slash game. Also, the score would be higher if they actually devoted ANY care to their own game and at least fixed the dark zealot bug they introduced themselves instead of working on T2 and completely ignoring T1.

I really hate when the developer forgets about the game the moment he starts developing another.
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Adrius Online
Adrius


Honorable
Undefeatable Hero
KHORNATE
posted March 27, 2012 06:51 AM

A quick sidenote but... did you hear that FFX is getting a HD "remaster" for PS3 and Vita, Doomforge?
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Doomforge
Doomforge

Hero of Order
Mayhem Elemental
posted March 27, 2012 07:03 AM

yes, that's why I'm desperately trying to save some money to buy Vita+FFX HD
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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 27, 2012 07:14 AM

duke nukem qualifies for run and gun type of game, but actually, I played it a lot a few years ago, and the best strategy is actually to take cover between each shotgun / RPG shot (the 2 weapons you use 90% of the time) or you'll get slaughtered by enemies' miniguns.

Quote:
Run&Gun is entirely dead. Serious Sam was one of the last games in that department - and it was originally released in 2002.

I have timesplitters future perfect, released in 2005. definitely run and gun. but since then... I don't know if deus ex human revolution could qualify, with the right augs... but I doubt it. in the first deus ex, run and gun was very possible, well, after a few level ups.

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DarkShadow
DarkShadow


Legendary Hero
Cerise Princess
posted March 27, 2012 07:17 AM
Edited by Darkshadow at 07:18, 27 Mar 2012.

In DE:HR Run&Gun is only possible with the lowest difficulty unless you feel like stacking up on 200 hypnosims.

And then there are some like the walker robot that tear you to shreds in open regardless of difficulty or augs.
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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted March 27, 2012 07:28 AM

Interesting read since I've played through Diablo 1&2 recently and I have to say that they have the exact same issues for the most part.
Horrible inbterface(both), annoying levels(D2), town portaling(both), inbalance(D1 mainly but exist for D2 too, undead flayers and their death explosion, ugh), just a few monsters per level(both), etc.

Not that it helps since torchlight is a decade newer though.

Storyline in a H&S, lol what? Since when did any of them have a story outside of the big bad killing the world?
And truthfully, since when did new games even have a passable storyline?

One thing I've got to hand to D2 though, you don't need to grind to finish the game. In D1, unless you get extremely lucky with gear it's unavoidable at some parts of the playthrough. In D2 you can get by without it, partly due to runewords.

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