Crystalgate
Member
I finished Act II. It was an impressive game, but not without it's problems.
I liked the story. It's interesting and does a good job of conveying that something really bad is going on. Some of the missions didn't feel that important to the main story though.
The structure of the game reminded me of KOTOR 2 where you went to different planets in search for jedis. However, instead of jedis they searched for information and it happened they came a bit off track. When they didn't it was awesome however.
Combat has some issues. Auria ended up doing the same damage as Raymond and Vanquish despite having a much higher attack. However, I did at one point encounter a boss with very high defense and against it, Auria did more damage. This makes me suspect there's either a cap somewhere or attack doesn't increase damage, it's purpose is to serve as anti-defense.
Auria also somehow managed to take more damage than other defense heavy characters despite having both more defense than anyone else and using the superior damage reducing reaction.
Speed is still inferior to defense. Speed builds needed far more heals than defense builds. They seemed to take about twice as much damage, but far from dodged half the attacks. Not taking as many vital hits could have helped them more if it wasn't for the fact that a normal hit on them did about as much damage as vital hits did on defense builds.
Regeneration and Rejuvenation is based on current HP and SP, not maximum.
This game also falls prey to the "only spend MP on healing" rule. Anything which costs SP, but isn't healing, is way more expensive. This immunizes the game against strategy. Boosting someone's defense or speed will make him/her take less damage, but this will cost more SP than just taking the extra damage and heal up afterwards. Using any form of SP costing offensive move also ends up as a waste compared to just healing.
I do like the idea you have with the different reactions and some skills are really cool. Unfortunately, it doesn't seem the math actually adds up as it should.
I liked the story. It's interesting and does a good job of conveying that something really bad is going on. Some of the missions didn't feel that important to the main story though.
The structure of the game reminded me of KOTOR 2 where you went to different planets in search for jedis. However, instead of jedis they searched for information and it happened they came a bit off track. When they didn't it was awesome however.
First I did the one where you returned to Act I land. This one was the weirdest. Why would Auria want go to a place where a batshit crazy man who seems to hate her said she would find redemption? You don't go to places crazy people tell you to go. Also, this mission could have been removed from the game and seemingly very little would have changed.
The mission with the medicine was fun, but again I got the feeling it could have been left out with relative little change.
The mission in Orka was awesome. It contained a lot of great information and is highly atmospheric. The secret laboratory or whatever also did a great job of conveying that something was wrong. A little bit to many enemy encounters though.
The mission with the medicine was fun, but again I got the feeling it could have been left out with relative little change.
The mission in Orka was awesome. It contained a lot of great information and is highly atmospheric. The secret laboratory or whatever also did a great job of conveying that something was wrong. A little bit to many enemy encounters though.
Combat has some issues. Auria ended up doing the same damage as Raymond and Vanquish despite having a much higher attack. However, I did at one point encounter a boss with very high defense and against it, Auria did more damage. This makes me suspect there's either a cap somewhere or attack doesn't increase damage, it's purpose is to serve as anti-defense.
Auria also somehow managed to take more damage than other defense heavy characters despite having both more defense than anyone else and using the superior damage reducing reaction.
Speed is still inferior to defense. Speed builds needed far more heals than defense builds. They seemed to take about twice as much damage, but far from dodged half the attacks. Not taking as many vital hits could have helped them more if it wasn't for the fact that a normal hit on them did about as much damage as vital hits did on defense builds.
Regeneration and Rejuvenation is based on current HP and SP, not maximum.
This game also falls prey to the "only spend MP on healing" rule. Anything which costs SP, but isn't healing, is way more expensive. This immunizes the game against strategy. Boosting someone's defense or speed will make him/her take less damage, but this will cost more SP than just taking the extra damage and heal up afterwards. Using any form of SP costing offensive move also ends up as a waste compared to just healing.
I do like the idea you have with the different reactions and some skills are really cool. Unfortunately, it doesn't seem the math actually adds up as it should.