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Clintone

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  1. This is the easiest Spiderweb game I've ever played...but like the above person says, it matters heavily how much you pay attention to key mechanics. I tend to be careful. Other games have more random elements that make them harder for careful people like me. You have plan ahead more in this game. That's pretty much the difference between hitting a solid wall and breezing your way through.
  2. I don't remember what contract you're referring to. There's one where you get an agreement with the Mascha at their capital city. You agree to terms and agree to fight on their side and make a contract with them. There's something else where you can reap profits from an organization that buys and sells Owen. There's also an agreement to trade with the main Vol cities. I first took the agreement with the Mascha and told them I'd side with them, but then sided with the Owen anyway. I don't know if that damages your reputation or not. I also agreed to trade with the main Vol cities.
  3. I was convinced as soon as it was said that the Nisse lived underground, have grey skin (didn't the Vahnatai have grey skin?) and were harmed by sunlight.
  4. So, I posted two other posts about this game on here. I'm going to post a third now. I've re-built 6 of the seven fortresses. I still think the game should involve more freedom, especially in the beginning, but the plot contains some wonderful writing. I especially like the stuff in the Ukat areas. You do get more freedoms as the game goes on. Bloodletting of the Ukats is great for boss-fights, as it's cumulative. The Ariel have some phenomenal mind control abilities and mental defense resistance abilities. The Vol have some options that can let you be more evasive. I can imagine different strategies. You might have 3 Vol so that your group's evasion goes sky-high, or 3 Ukats so you can knock out bosses quickly and worry about their minions later...kind of like assassins. You could have 3 Ariel so that you can control minds and keep your foes fighting amongst themselves so you never get hit, or some combination of the 3. I still don't think it's up to the standards of Geneforege 5, Avernum 5 and 6, but I think it's about the level of the Avernum remakes. I like it, and I'm glad I chose to keep playing. Don't be too turned off by the beginning. The world feels extremely real too...probably more real than other Spiderweb games I've played.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. it worked just fine on my windows 10 32 bit laptop, full graphics and all. Mine's an HP computer, by the way.
  11. 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.
  12. 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.
  13. 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....
  14. 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.
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