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A:EftP - Last bit of content seems a bit inflated


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I'm getting to the release grah-hoth, find the passwords part of the game and can't help but to feel like all the quests are strongly gravitating towards finding things spread out across the map. Finding brooches, passwords, keys.. I mean, the progression was great 'till this point, but it definitely feels like this part is artificially made longer with travel time and lots of searching, which is okay, but not the best gameplay in the world.. eh, but oh well, it's kind of classic rpg anyway, just felt like a sudden change since the parts leading up to it had a good balance of new locations, new people, new enemies, story line, etc..

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A:EftP is a remake of Jeff Vogel's very first RPG from way back in the 90s, and that fact does show in parts. The game mechanics have been streamlined, but the shape of the world map and the basic structure of the quests remain largely the same. Having said that, if you've been exploring dungeons and other areas thoroughly as you've travelled through the game, you're likely to have found a number of the special items you need already.

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wow, no portals in the original. must have been insane. Yes, the "go get parts" scenario is very 90's, though it's still used as filler material.

 

I'm not so irritated about the amount of work, just was a bit let down because everything else was awesome 'till this point. It was like reading a book.. then all of a sudden it turned into a formula game.

 

anyway, not to take away from the writing and the game design of other parts of the game. I also played Avadon and it was great.

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One thing I am glad that did change from the original Exile was the text dialogues with NPCs. The current text trees may be seem more restrictive at times, but it sure beats having to writing down everything someone says because you just might have to retype it into a NPC conversation to find out the secret password. I wouldn't say it was hard, just tedious.

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