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All Posts by Axxar

All Posts by Axxar

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1892 posts found

I'd say The Witcher 3 is firmly rooted in the realm of "traditional RPG." When someone says "action RPG" I see games where it's primarily action with a few RPG elements such as character progression and maybe a weak story. Like Diablo, Torchlight or Path of Exile.

You will find camera, controls and combat very annoying if you didn't like it in the previous games.

Originally posted by Shana77
Regarding the loading screens between zones, I'd argue that Skyrim is much worse since you get loading screens whenever you open a door. 

Yeah, that annoys me as well.

Originally posted by TheScavenger
While they ARE different games. Skyrim felt VERY gamey and arcadey. Oblivion actually had a better world than Skyrim did, and Oblivion AI was VASTLY better than Skyrim as well, as far as NPCs go.


I actually think Witcher 3 is closer to Ultima 7 in the world "feel" like Oblivion was. Not so much the AI that UO7 had (I haven't really got that far in Witcher 3, just got to the city and my PC is too laggy for that epic city, so trying to find good settings in config file :P)


The world is VERY believable. Its hard to UO7...the world felt really really real. Like it could actually exist. All the NPCs are very believable, with "realistic" voice acting (one that I'd expect from a place like Witcher takes in). Even going around doing quests, some of the stories you get...its very believable and does effect the world in some way. Its not really like Ultima 7...but...for me...the world feels very similar to it. Which is the first game to have that feeling for me since Ultima 7 and Ultima 7 is ancient in years lol.

The things that made Ultima VII's worlds so immersive:
1. Completely seamless world. No loading screens even if you travel from the the surface of one end of the world to the deepest dungeon level on the other end of the world.
2. NPCs (civilised) all had their own day-to-day routines they followed. Baker would eat his breakfast in the morning, go to his shop where you would see him bake bread, maybe go to the tavern for supper, then go home and sleep for the night. They didn't just mill about in the same area for ever or just stand in one spot.
3. NPCs all had their own fleshed out background stories. From their extensive dialogues you could tell a lot of thought had gone into their place in the community as well as their personality and relations.
4. NPCs would react to your actions. If you start a fight they would run to safety, if you stole their stuff and they saw you they'd call the guards etc. None of this modern crap like in most RPGs where they just stare at you blankly as you rob them of every single possession.
5. Simple but powerful and intuitive interface let you interact with the game world easily. You could open drawers, take out the clothes in them, go to the nearby barn, collect some crates, put the clothes in the crates, then stack the crates on top of each other to make an impromptu staircase, then walk up this staircase to reach a tall rock or roof otherwise unreachable. If there's a table in an inn with plates, cups, forks and meat, you can eat the meat, move the cups, playes and utensils to whereever you want or take it with you. You could even do stuff like bake bread by doing the same as the baker NPC - use a sack of flour to spread flour on a surface, fetch water in a bucket by using it on a well, use the water on the flour to make dough, move the dough into the oven and wait, then take the finished bread out of the oven and take it with you for when your party got hungry.
6. No intrusive UI elements taking your attention away from the game world like glowing arrows, blue circles, corner minimaps etc.

Originally posted by alkarionlog

Originally posted by husscool

Originally posted by Righteous_Rock One is the greatest rpg of all time and one is the greatest rpg this month.
You hit the nail on the head there. Unfortunately for the Witcher, Skyrim does everything better right down to the feel of the world and the NPC's surrounding you. The Witcher 3 feels like they really loved Skyrim and wanted to make their own version of it. Sadly that does not equate to matching the very high bar Skyrim set.  
 witcher combat is far bettter, plus you are considerating skyrim the stock game or after several mods being used on it?

The Elder Scrolls games never had particularly good combat, but it's decent in Skyrim. The Witcher games have piss poor combat in comparison.

I also prefer creating my own character from scratch, but it doesn't make it "not an RPG" that The Witcher does not.

Originally posted by JDis25

Wow at least you admit this is your opinion and one that is probably only shared by about 0.001% of actual gamers.  It's really neat you are this much of a fan of Skyrim but it's also really weird you are this afraid of the witcher 3 that you need to create a new definition of what an RPG is.     What you are doing and failing in my opinion is like a basketball fan saying hockey isn't a sport because it's not played on hardwood.     Sorry no matter how many Witcher post you spam on this site or the internet it won't change the FACT that The Witcher 3 will go down as one of the best RPGs.  
I really don't care what the public's opinion of RPG is. My definition is not "new" The definition of RPG HAS changed in the past few years, my definition is probably the one that existed about 10 years ago. These days any game where you play a role (which is basically every single one) is considered an RPG. I am sure Witcher 3 will go down as one of the best games and that's great.
Your definition wasn't the definition of RPG 10 years ago. Not 20 years ago, either. Betrayal at Krondor (1993) is regarded as one of the all-time classical RPGs and during the course of the game you assume the role of various characters, none of which you create yourself.

I think the mediocre combat drags down an otherwise great RPG.

Any release date yet?
I hope they have a wicked druidic spellcaster on the Tuatha side.

I always compare RPGs to Ultima VII, so they always fall short in multiple areas. That said, I enjoyed Skyrim more than the Witcher games and spent more than a hundred hours playing it. Did enjoy the first Witcher as well, but couldn't really get into the second for some reason.

Maybe if they made a good game people would play it.

Chess. If you give me $100 I guarantee I'll let you win.

For me:

Age of Conan
Elder Scrolls Online

Steam takes a cut from sales through their platform, which is probably why they only sold it through their own store initially. There's a huge buyer base on Steam, though. Given how it's selling, I'm guessing it was worth it. Maybe they figured most who'd buy it through their own store already had done so.

Everyone, get in here!

Alien: Isolation. Beautifully atmospheric environments. Nerve-wrecking hide-from-the-baddy experience I love to hate.

Bad if true, but then again there are lots of negative posts which weren't deleted. So it's not like they're on a general censorship crusade.

I dislike it when the developers treat the trash mobs as actual trash - encounters that offer no challenge and serve only to extend time spent in the dungeon. Trivial encounters are boring for players. You want trash mobs to present a challenge. Not to the point of frustration, but enough to require teamwork and thought.


Allow players to make use of the skills characters have. Don't just have all trash encounters be about AoE and nuking. Make it important for the crowd controller to use his CC skill, make encounters where the healer gets to use his AoE healing and others where using single target healing is best. And so on. Think about what abilities each class in the game have, and come up with situations where they can make a difference so the player feels important rather than another nukenerd easily replaced.


I'm also not a fan of linear, scripted dungeons. Scripted content tends to get old after doing them once, as is linear design a poor fit for replayability.


I'd like to see the return of pulling - areas where players can use timing and skill to pick off patrols and straggling monsters to ensure an easier fight, but must suffer tougher trash fights if they fail. Especially interesting when some classes have special abilities to make better pulls or bail out on poor ones.


More freeform dungeons where there are multiple paths to the same objectives, or maybe even some rearranging on mob and boss positions, or perhaps even layouts, to promote exploration. Without making the dungeons huge and sprawling. I still have nightmares of full Blackrock Depth runs from Vanilla WoW.


I think questing can be in an MMO an be a positive thing, but I would prefer games avoiding separating players in game spaces because of them. For example in WoW or ESO where players suddenly hecome invisible or pop into existence based on their progress on a quest in relation to you. That I believe takes more away from the MMO than it provides.

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