Why this game is as good as it is - 29/08/22 04:54 PM
- Comparing to other similar turn based RPGs i think the combat on BG 3 is very good and well made. Since fallout 1 and 2 i havent seen any game achieving such enjoyable combat animations and those games are very old. But this game has very well detailed animations and effects and sounds on combat. For example 2 hand weapons dont look like character would be swinging toy weapons that weight 0,5kg which is big problem on most games. Realistic brutality is lacking tho, would love to see death animations where axe or sword would sink into body and character has to slowly pull it off the body. Or Fallout 2 style deaths where half the stomach gets blown away or leg or where arrow hits head and dying creature slowly falls to knees and then on his face, on fallout 1 and 2 it all worked so well because animations were slow, todays games that are doing similar brutality the animations are unrealisticly super fast which kinda ruins the realism aspect of it and makes it look like ridiculous cartoon.
- D&D leveling system is probably most interesting and makes this game so much more interesting.
- Probably best feature is the multiple possible options you can choose from when following the story and doing quests
- Possibility to play as good or evil or anything between, people today are so sick of hollywood style cliché stories where good always wins and outcomes are too easily predicted. Which makes me hope your story will have big surprises, so big that anyone who tried to achieve for example good ending of the game, might actually fail it even if he/she chose all the obvious "good" choices during the story, so that he has to try again.
All these 4 things together are making the game so replayable that it think it will be legendary game.
Edit: When playing game like this, i think very important aspect of combat is that whatever ability spell or attack it is you are using, when you point and click and action happens, it must be satisfyingly powerful; meaning visuals, sound and animation must feel powerful. When you swing heavy axe at enemy, it must look and sound like heavy axe piercing through mail armor sinking into enemy. Or when you for example miss fireball, it would be nice if the animation would throw the fireball at enemy but then it ricochets from enemy's armor or shield and visual effect would like split the fireball in 2 pieces that are flying away (similar to some tank vs tank battles on company of heroes for example) . This is something i havent seen gotten right since fallout 2. On that game when you point, click and watch how difficult enemy is annihilated completely, its what combat on this kind of games can be at best.
- D&D leveling system is probably most interesting and makes this game so much more interesting.
- Probably best feature is the multiple possible options you can choose from when following the story and doing quests
- Possibility to play as good or evil or anything between, people today are so sick of hollywood style cliché stories where good always wins and outcomes are too easily predicted. Which makes me hope your story will have big surprises, so big that anyone who tried to achieve for example good ending of the game, might actually fail it even if he/she chose all the obvious "good" choices during the story, so that he has to try again.
All these 4 things together are making the game so replayable that it think it will be legendary game.
Edit: When playing game like this, i think very important aspect of combat is that whatever ability spell or attack it is you are using, when you point and click and action happens, it must be satisfyingly powerful; meaning visuals, sound and animation must feel powerful. When you swing heavy axe at enemy, it must look and sound like heavy axe piercing through mail armor sinking into enemy. Or when you for example miss fireball, it would be nice if the animation would throw the fireball at enemy but then it ricochets from enemy's armor or shield and visual effect would like split the fireball in 2 pieces that are flying away (similar to some tank vs tank battles on company of heroes for example) . This is something i havent seen gotten right since fallout 2. On that game when you point, click and watch how difficult enemy is annihilated completely, its what combat on this kind of games can be at best.