There are lots of design decisions in Torment that don't make sense to me. If minimizing combat is your shtick, I think instead of making fighting turn-based they could have animated your response to choices (like in Pillar's narrative-only events, except animated in-game), or just made combat real-time and breezy-ish with timer/location based special actions. The thing that makes no sense to me (and has not made sense to me since they announced it) is why, if they want it to not be combat focused at all, they would make what combat there actually is turn-based, since turn-based combat is incredibly more time consuming (time taken per encounter grows tremendously with each entity involved), less immersive, and more jarring. They were already planning to use the PoE engine during the Kickstarter. But boy was I put off by the presentation and level design.ĮDIT: You mentioned Tides was Kickstarted before Pillars but it was ~5 months later. Obviously some people love Tides and that's great. Maybe the console versions set the release date back too much? I'm not sure what the relative team sizes are but Obsidian is quite literally running circles around that game. And we got to see all of the fantastic improvements for PoE2 before Torment was released. Tyranny made better use the PoE engine months earlier (and was conceived later). It's in a weird spot because it came out nearly two years after PoE and I'd say it's maybe technically on par with vanilla PoE but not the current PoE. I've heard it's as short as 20 hours so maybe I'll power through. It has some nice components but the entire package felt lacking. How long did it take you to finish Tides? I'd like to get through it but I gave up after 4 hours and haven't had the desire to go back. One could have a pay structure that provides higher pay meaning fewer employees, or they have a culture that favours work/life balance over intense crunch and long hours. #Reddit tides of numenera crack#You can't crack a whip over a development team like a sweatshop.Ĭulturally, studios differ too. We are not all equally productive and efficient people. Or it could just be that one studio works at a slower pace than another. #Reddit tides of numenera software#Myriad production issues that we usually aren't privy to (nor should we be) can get in the way during development - poor management or morale, life tragedies, employees leaving, illness, hardware problems, software migration, OH&S issues with the office space, difficult-to-surmount technical problems, structural upheaval from a parent company, etc. Even at different periods of time, one studio's output would not necessarily equal that same's studio's output. But it absolutely does not feel like the result of four years workĭevil's advocate here - one person's output does not equal another person's output, or one studio.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |