![]() ![]() Going into details, I can mention that it was now possible to drink from water barrels again, just as it was in the first game. A lot of the past history and returning NPC were often referred to in dialog, and it was great immediately knowing what they were talking about. ![]() Islands were a mix of old and new, and the old ones had much of the same layout intact – especially towns. Where a lot was changed between the first and second game in the series, I was happy I played this third game in the series right after the second one. Sleep sometimes invoked small dream sequences, and there were a lot of new minigames as well. Astral vision was added as a color filter (a feature I constantly forgot about). Soul points now served as a morale compass in dialogs, much like in BioWare games. There was the same black screen and setting back 10-20 meters when trying to leave islands, though. It was now possible to swim around in lakes and rivers, for example – another first in the series. I imagine that reusing a lot of this stuff also opened up for things not normally feasible in a tight development schedule. Quicksaves were now three files in a rotation instead of testing the limitations of my local storage system. Quests could now be marked on the map to show a red cross, and the minimap (a first in the series) showed a red arrow to it in the edge (just a shame the minimap was zoomed in way too closely to be of much use). The UI was sensibly improved here and there. And how firearms showed an orange circle for precision.īut if it’s not broken there’s no need to fix it, and it obviously made it possible to refine a lot of stuff. Almost the same combat with dodge-rolling. Same way chests and corpses were looted, same glory (XP) system only with a few more skill branches. Same inventory listing, same style of tabs in the top, same way all food became provisions. The full screen UI panes were clearly just tweaked a little and still working in much the same way. Some sound effects were exactly the same. We’re not just talking about graphics and rules. I’m not sure I’ve seen so much recycling between major versions of a game in an RPG franchise. It still had that feeling of superfluous information that I often had to skip to get to the point, or maybe the interlocutor passed that point long ago and just kept on blathering anyway. Eyes now moved properly to the sides, lip sync was slightly better, and although gesticulations were still a bit exaggerated, they seemed more focused now. ![]() The human models were much better now and added a lot to the overall impression. I was already missing “John” and his normal voice. Similarly, the new nameless hero had a deep and dry voice that was just contrived. I love tits as much as any man, but her outfit was really ludicrous. Patty now looked like a porn star with tits right in your face. Maybe they simply didn’t want gamers to see that eye patch anymore? Alas, the siblings really left a skewed first impression. For some strange reason the guy in my control was now Patty’s brother, without any explanation about what happened to the previous nameless hero with the eye patch. Truly Caribbean “Bounty”-land and lots of weird plants. The game was more colorful and overgrown than ever. Yes, it reused a lot of assets and ideas from the second game (which probably also explains the development gap of only two years) but it felt more refined and it also grabbed me a lot better in the beginning, especially because I visited Fog Island first where plain old exploration was in the lead. This played like the quite the best game of the three. Again, it was from Steam and included all DLC. I decided to round off with the third game in the series now that I was on a roll anyway. Developer: Piranha Bytes | Released: 2014 | Genre: RPG, Third Person
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |