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pixelpusher

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Posts posted by pixelpusher

  1. I had to take a screen shot of the main map during one of the transitions to get a good look at it.

     

    I am loving the huge spaces. The dungeons feel a lot less cramped. Thank Jeff for the big area maps (Tab key), otherwise, I'd be lost all the time.

     

    Seems this game is less about finding all the artifacts strewn about the terrain and more about playing a very careful political game. There's a lot of different forces at work here.

  2. I'd love to see the full map too.

     

    The scene switching is a little annoying when entering larger buildings, but since it means bigger dungeons, I accept them as a feature.

     

    However, it would be nice to have an easy way to tell which buildings have been explored. On the map, they stay dark.

  3. Well, with really strong magic and decent hand-to-hand, the only thing I had to worry about was getting stuck in the stun cycle. Which happened plenty of times. But mostly, I'd walk into a room, spread the bug spray, charm a little, and taze away. Or stealth around.

     

    Since I work out of the house, my productivity still took a huge hit. But the game was relatively quick and lots of fun. Having five factions gave the story a lot more drama than the usual for us/against us/Trakovite deal.

     

    If time permits, I'll try it again. Which class do you recommend for singleton?

  4. I like Fael's macro idea. I find myself typing out the buffing sequences before each combat without even looking -- just keeping to the correct rhythm so there's no overlap.

     

    Here's how I think about the difficulty levels (because I have a job and many other interests -- lame, I know):

     

    Easy -> Quick Play: Enjoy the story and the puzzles, whizz through the fights

     

    Normal -> Balanced Play: Story, puzzles, but give the monsters a fair chance

     

    Hard -> Combat Play: The game is fun, but the fights really make it all worthwhile

     

    Torment -> Addictive Play: No fight is too hard! Bring 'em on, Vogel -- you've got nothing!

     

    I play on Normal, though I did edit the tool use up to 30 just because I got tired of interrupting quests or remembering where I had to back later to open whatever. Maybe an in-game marking system could address that...

     

    Glad to know about the built-in extra tough encounter that comes with each chapter. And here I thought I was wussing out by skipping them and coming back later.

     

    Otherwise, this is by far my favorite Spiderweb game. The blend -- action, story and can't-have-it-both-ways choices -- is really expertly tuned. Kudos to Jeff for his craft and creativity.

     

    Eric D.

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