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Clintone

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  1. So...let's see...magical creatures were originally created in the Geneforge series. Dragons and drakes and etc. spread outwards to colonize the world. Next comes The Queen's Wish series, a proto Empire from the Avernum games. Its diplomatic, assimilation-based approach eventually conquers most of the known world. Avadon gets stick in there somewhere too. I didn't play enough of those games to know where. Next comes the Avernum games. After the Avernum games comes the new Avernum games - Avernum 7 through Avernum 22, which just keep being made forever. By Avernum 23, the Nethergate game begins and the last magical creatures in the world are hiding out in ancient Britannia. Finally there's a game that takes place in modern times in which archeologists find the ruins of many ancient civilizations with a map leading to a portal. The archaeologists enter and find a bunch of lizard people who hiss when they talk. You now play as the modern military and you battle the Vahnatai who are annoyed at all the fracking.
  2. So...I just finished the demo on torment and here are my thoughts. I've bought about half the spiderweb games and played the demos for about everything else except for the Exile series...so I'm a fairly large fan of these games. The Queen's Wish is definitely more forgiving than past games. Past games paid far less attention to what we might call "fairness." Humans in the early Avernum series had more or less no advantages. In the remakes they were kind of broken and there was little reason not to use all humans. In Geneforge, the guardian class was horrible pretty much all the way through the games. In the Avernum remakes melee weapons were almost totally obsolete compared to bows and magic. Magic has been overpowered for pretty much ever single Spiderweb game I can remember except for The Queen's Wish and Avadon. What was even more annoying was that most of the time you had no way of figuring that out until far into the game...especially in the Avernum remakes that were a lot less forgiving of doing anything the wrong way. Now, in the Queen's Wish you can reset your skill points just by going back to a fortress and the skill trees seem reasonably even. Nothing seems extremely overpowered or extremely useless. However, I, and apparently lots of people were more than willing to play through the pain and the temptation to throw our computers across the room and the making of voodoo dolls with Jeff's name on them that we'd stab with needles in rage...partly for the storylines, but also because it was neat to have such control over the characters, for me at least. I like the idea of building my own character, making mistakes with it, and trying to trudge through. I think what I was hoping for was something closer to what we might call "fair" than the older games but with countless different strategies to beat, that you had to experiment with to figure out, not just in terms of strategy but in terms of character creation. I like to feel like I can mess everything up if I build my character the wrong way. So, I think, personally...I'd like something less "fair." I'd like something with less emphasis on balance, but more of the Avernum remakes' neat looking spells. I'd like more neat options (like stealth...if someone introduces a stealth skill you can train in I will be euphoric for years to come). I'd like something where it feels more like you're dropped into a real environment that doesn't care about you and you have to find ways to survive in. I'd like the fortress building system to have more options you can mess up your game with. I would like the keeping of the option of resetting your skill points though...but maybe that could be an important part of the strategy. Maybe you find out that bows are literally designed to be completely useless, except in rare circumstances, and you learn from that and re-train your character to get through the game. For me, balance has little to nothing to do with finding games fun. What I enjoy more about games is the mood - if there are interesting spells that enhance the mood like the awesome blink, call the storm, and daze from the Avernum remakes?. Can I creep through the darkness stealthily as a solo character? Can I surge through my enemies, crushing everything in sight as a warrior? ignoring arrows with my steely skin and knocking people out of the way with my war hammer? Can I have a team of archers agilely sniping away then fleeing, luring foes who chase them into traps? I think both the Geneforge series and Avernum 6 had all that...and the Avernum remakes had most of that (although I still say every melee weapon and polearm in the game was totally useless, and so was multi-tasking, and not figuring that out until halfway through the game made me want to throw my laptop across the room) It seems like though, both the Avadon series and The Queens Wish lost a lot of that personality. I can't choose whether or not to be stealthy, or snipe as archers, or plow through barbarically, or control people's minds with magic as much anymore. I just kind of go into dungeons, and then there's a best way of doing things, and that's a pretty strait-forward path, and you can veer away from that path a little, but not as much as I'd like. I do like the game though. I just had a lot of ideas for improvements for past games...and none of the big ones really went into this one that haven't been in past games before. Even the fortress building system, while interesting, seems like it's just the beginning of something that could be more interesting if there were more potential ways to mess everything up. Maybe we could build two or three alchemist shops or taverns (and other buildings) per fortress rather than just one so we could specialize in one area of skill a bit more, or have the choice of multi-tasking a but more, or spending more on gold-producing taverns that might make things harder at first through having less access to weapons, but help more over the long run...stuff like that. In my opinion, a more complicated, more free, fortress-building system alone would bring the game up to the level of being something really new and special.
  3. I completed the Demo on Torment. 3 points: #1. The stun skill and the terror spell are extremely useful. #2. The only good healing spell is the one only your main character can get, but it's very useful #3. After most fights each of your characters regains 1 energy, but no more health.
  4. I've been very impressed with the writing. My favorite games had been Geneforge 5, Avernum 5, and Avernum 6 and I recommend everyone at least try those. I've been a bit disappointed with the way things have been going ever since then, with the simplification of the character design system. I loved the interesting spells in the Avernum remakes...but Avadon seemed to lack those and the Queen's Wish doesn't seem to have many interesting spells so far...but it's still early. I would like one of these series letting you cast mass madness on level 1 goblins. I do get the impression your speech and actions are going to have a lot more of an affect on your environment than past games though, although I'm still in the demo. The conversations seem very realistic, and I think I like exploring this new world and learning about it and I'm enjoying not knowing whether I'll do what the queen wants or what direction things will go. That's something different I appreciate a lot...that not having the faintest clue how the ending will go. I think this is my favorite of the new generation of games anyway, that began with the first Avernum remake, so far. For all I know though, I could decide I like this as much as Geneforge 5 and Avernum 5 and 6 though, just in a different way, depending on where things go from here. I don't like the graphics, but I think that's to make it easier to play on phones or something. Your relationship with your royal family seems very real, and I like how you're in the ruling class now. You're the person most of your characters from past games used to steal from all the time. That's an interesting change. I do very much like the fact that you can re-assign your skill points whenever you want. I'm sure that'll keep me from wanting to throw my laptop across the room like I've been tempted to do in past games upon realizing I've been investing in useless skills for the past fifteen levels.
  5. Try playing as a sociopath. I just started a game like that...insulting the queen and my siblings and demanding to be sent home and complaining to the locals about how my character doesn't care about their rotten little trash-heap of a nation.. Right now, my character is a raging narcissist. My idea is she'll learn to become more Machiavellian and subtle in time so that the "herd" will give her more things she wants. You'll have the opportunity to flog a war hero for complaining in the early part of the game. I haven't done much yet, but given how much your speech and behaviors appear to affect your environment, I'm thinking this game would work pretty well with roleplaying. If you tell your butler to polish your armor, fix your hair, and make you a drink after either behaving like that or...or answering some question in some way, he says, I forgot the exact words, but they were something like, "I'll go do my daily cry now." Whereas if you're a nicer, or more tactful person, he merely is glad to be of service.
  6. it worked just fine on my windows 10 32 bit laptop, full graphics and all. Mine's an HP computer, by the way.
  7. Oh...I get what you're saying...going back to your comment: It recommends 64 MB of vram, with 32 MB required. And it requires 32-bit color depth. These are both different questions from processor bit architecture, which is not actually mentioned. Soooo.... who knows.
  8. Here's where I looked just now: https://store.steampowered.com/app/1058130/Queens_Wish_The_Conqueror/ Minimum: Requires a 64-bit processor and operating system OS: Vista or Later Processor: 1.2 GHZ Memory: 250 MB RAM Graphics: 256 MB VRAM Storage: 400 MB available space Maybe I didn't look around on that website enough. That's where the steam link from the Spiderweb page sent me though. Nothing about 32 bit options there, at least.
  9. Also, if you think about the height of many of the monsters - wolves, giant lizards, giant spiders and such, and you think about their average eye and more importantly, mouth height....
  10. Yeah, I saw that just now on the Spiderweb page. I had only checked the Steam download page, where it only mentions a 64 bit processor. The Spiderweb page recommends 64 bits, but says it can work with 32.
  11. Thanks. I actually have Windows 10...it's just that it's 32 bit, rather than 64.
  12. Any way I can reduce the graphics to play the game on a 32 bit computer? Thanks.
  13. I also saw a big message of the games to be rebelling against corrupt authority figures. I saw another important theme I thought was a major part of the games too: The games made me think of the story of the Hawk and the Nightingale. In Hesiods's "The Hawk and the Nightingale," a hawk grasps a nightingale in its talons...and there's nothing the nightingale can do about that. It doesn't matter what the nightingale's opinion of that is. It doesn't matter whether the hawk is right or wrong. The hawk has the power, because it's the stronger of the pair. Might makes right. I saw that theme throughout all of the games frequently. 1.Before the events of Avernum, the Empire is the undisputed hawk. It has all the power. It doesn't matter whether it's right or wrong, for most citizens. Nothing they can do can stop it. 2. Eventually, the Empire finds an enormous series of caves that would come to be called Avernum in the future. The Empire leaders are used to seeing themselves as hawks. They can't imagine not being hawks, so they send their explorers down to the underworld to conquer that, just like they conquered the surface world. They soon find out there are bigger hawks down there than them. The Slithzerikai, for example, are perfectly at home down in the dark tunnels, and the Empire explorers soon become nightingales caught in their talons, and none of them survive. It doesn't matter who was right or wrong. The sliths were the stronger. 3. The empire finds a useful purpose for the underworld: a prison. People are terrified of the unknown, so throwing malcontents into the underworld terrifies the populace into obeying all the more. Those who rebel find themselves thrown into the underworld, where they have no more power. The best they can hope for in the underworld is to survive. It doesn't matter who is right or wrong. The Empire is the strongest...at least on the surface. The prior rebelliousness of the new citizens of the underworld pretty much, probably, amounted to nothing. 4. With the first Avernum game (Escape from the Pit) we find that hawks can come in different forms. The new human residents of the underworld, which they now call Avernum, are weaker than the Empire soldiers were in almost every way. They lack the arrogance of the prior underworld visitors though, and they're fighting to survive and preserve their homes...not fighting for some distant emperor or treasures. They begin to build families, and that makes them all the stronger. It gives them more will to endure. The Avernites become the new hawks of the underworld. It doesn't matter whether they're right or wrong. They're the strongest...although that strength gives them the ability to build a fairer system of government than the empire they came from had. 5. The second Avernum game shows some of the problems that occur when a nightingale attempts to rebel against a hawk. Erika Redmark wanted vengeance against the Empire, so she helped assassinate the Emperor. The game never really makes it clear whether or not this was the wisest choice, and I like that. The choice to assassinate the Emperor kicks off the next five games, but it wasn't necessarily the best choice. Avernum might have been wiped out as a result, and it wouldn't have mattered whether they were right or wrong, because the Empire would have been the stronger. The Empire made the same mistake they made in their first incursion into the underworld though: They forgot there were other hawks under the Earth, such as the Vahnatai, who promptly wiped the floor with them after the Empire made the mistake if irritating them. 6. The third Avernum game, Ruined World, shows some of the positive consequences of Erika's vengeance. The assassination of the old emperor, combined with stomping some humility into the Empire appeared to have taught them that they can't just stomp everything they don't like into no longer being problematic, because there will always be a bigger hawk somewhere, and some of them may come from unexpected places. Again, it was strength that determined everything. Erika's assassination of the old Emperor might have doomed Avernum if events had occurred only slightly differently, but Erika's actions might have also saved the last tribes of nephilim and magical creatures on the surface of the world from the genocidal attitude of the old leadership. 7. Avernum 4 shows more of the consequences of Erika Redmark's vengeance...again making me question the wisdom of assassinating the old Emperor. 8. In Avernum 5 you play as soldiers of the Empire, which is now on more or less friendly terms with Avernum. You see some of the positive effects of Erika Redmark's assassination of the old Emperor. The Empire now has entirely ceased its genocidal ways. It allows nonhumans into its military. You explore the frontier...but humans can be found doing what humans do. In many ways, they don't seem to be improving life in the underworld for its original nonhuman residents, so much as expanding and taking land from magical creatures who already lived there. The Avernites have no genocidal tendencies like the Empire had...but nonetheless drakes, Vahnatai, and other magical creatures can be found expressing hostility towards the expanding humans, or feeling resigned to their eventual extinction. There are circumstances in which you don't have to side with the expanding humans. You can side with the nonhumans in certain ways, and push the humans back. Avernum has become wealthy and free, but despite its success there's a lingering attitude of...would it have been for the best if humans had never come down to the underworld? 9. In Avernum 6 you play as soldiers of Avernum. Humans aren't built for life in the underworld, and it's beginning to show in multiple ways. Even the more peaceful nonhumans are beginning to push back. Avernum never turns into a glorious and powerful and free nation. It starts to fade and keeps fading. Despite all the struggle in defense of it, the game again asks the question: Would it have been best for humans to never enter the underworld? I don't think the game ever tells that answer. 10. So, the game leaves you not knowing whether or not it would have been better for nobody to ever have rebelled against the Empire. It's a genuine possibility everyone would have been better off if they'd just all bowed and scraped and passively stood by and let the nephilim and other magical creatures be driven into extinction...and I like that. However the game also makes the point that hawks can be found in unexpected places, and made in unexpected ways, and in the end the weakest members of society who had feebly rebelled against the godlike Empire, ended up saving it, assassinating its emperor, and teaching it humility and a better way of perceiving the world around it.
  14. Unlike some of the commenters here, I thought the difficulty was quite tough. I think this could be moderately challenging for level 30 parties. About level 25 seems like it would be about the appropriate level to do this scenario. There are some impressive goodies and training, although I wonder if they're too impressive. On the other hand, you really have to earn them. I have no idea how players thought this was easy. Good
  15. The difficulty is good good for a beginning party. Not too tough or too easy. The 1-5 level difficulty rating is accurate. It increases between the main map and the final dungeon, so it gives your party a chance to grow before fighting the toughest areas, so I liked that. There are lots of secrets, which I very much enjoyed. Lots of humor, which I very much enjoyed, but how much you do will depend on your taste in humor. Some nice items are here too for a low level party...though nothing to dramatically overpower your party. Rating: best
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