Hiya Kris <img src="/ubbthreads/images/graemlins/wave.gif" alt="" /> I understand how you feel and agree in a lot of ways. I've previously posted about "unfinished games" hitting the market and wonder what ever happened to testers. I’ve just about finished <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> and think it's a bit of a disappointment compared to <img src="/ubbthreads/images/graemlins/div.gif" alt="" /> and hope that <img src="/ubbthreads/images/graemlins/div.gif" alt="" />2 will be an improved addition to Larians compliment of games. The first game had a lot of glitches and bugs in it too and I had to re-start it three times because of them but the game was such fun it kept me hooked until the end, in comparison this one started of at a bit of a drag then improved but seemed to be missing something I just cant seem to put a label on. I found <img src="/ubbthreads/images/graemlins/beyond.gif" alt="" /> less addictive than Divine Divinity, somehow the fun factor wasn’t as great. I think that giving us the teleporter stones right at the beginning would have been a good idea, and having them taken away in the fourth act was a big mistake. I found trudging back to the battlefield dungeons quite annoying. Once laden down with goodies I would leave the battlefield then re-enter it and sell my stuff but then I would have to run my characters all the way back to the dungeon. Still the idea of soul forging with the Death Knight was original and did work (a bit more control over him would have been nice) and created some humorous moments. All said and done Ill be looking forward to the next game. <img src="/ubbthreads/images/graemlins/smile.gif" alt="" />
Happiness is relative: the less relatives you have, the happier you are.
If at first you dont succeed; hide the evidence that you ever tried.
When afraid or when in doubt: run in circles, scream and shout. Robert A Heinlein
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