Starker on 24/9/2014 at 01:21
You need to come back with better weapons or use explosives for the badgers. If you're talking about the mine, btw, the reward is worth it.
Tony_Tarantula on 24/9/2014 at 02:25
Quote Posted by Renzatic
I wrote that in a rush, and it came out sounding different than what I intended.
And now here I am in another rush, fixing my previous mistake. What I mean to say is that this game doesn't feel like a half assed, half done, beta quality, rushed Kickstarter project.
I found some irony in making a half-assed, half done, rushed post while discussing half-assed, half done, rushed products.
That said, how well does the game fare as far as world interactions? I've seen some criticisms directed against it on that basis as some things like dialog choices were fairly restricted based on player stats.
Jason Moyer on 24/9/2014 at 11:40
I've only backed games by studios I like, so I haven't experienced the half-assed KS/EA thing yet (the only game I've purchased via EA that was disappointing was Betrayer, afaik). A lot of people are in full on whine mode about Pillars Of Eternity (no XP for kills! OMG!), but I find the beta to be outstanding, especially considering it's a slice of something that isn't going to be part of the full game. It really is Infinity Engine 2014. Wasteland 2 seems great, Broken Age isn't really my thing but is very well done, Torment is looking good preview-wise, Grim Dawn is going to be great when it's content complete, and Assetto Corsa, which I bought when it came out on EA, is fucking *amazing*.
Malf on 24/9/2014 at 12:13
I've only just got to California on my release save, so my previous impressions I posted elsewhere here still count.
Not much has changed from beta to release, although one of the more major mechanical changes is that the various "Mysterious" sites now give a relatively low XP award as opposed to giving attribute points.
Quest scripting seems to have been tightened up and polished somewhat, although I have had a quest break where a guy was supposed to give me something but didn't. That was resolved by loading a save game from before I spoke to him.
There's also a lot more going on behind the scenes than I previously thought, and while this playthrough has hewn as close to my previous one as possible, minor variations have created wildly different results, which is very cool.
Examples:
In my previous beta playthrough, when I got to the first Prison area, I killed all of the RSM guys before getting to the line of white rocks. When I had to leave the Prison and go to Damonta then return, all of the peaceful NPCs I'd spoken to were still there.
This time however, I talked my way through the various RSM encounters and only killed those I absolutely had to (the ones between the checkpoint and the Farm).
Yet this time when I returned from the forced diversion to Damonta, all the peaceful NPCs were dead, with the implication being that if you leave the RSM alive, they kill everyone. Excellent reactivity.
My Damonta playthrough similarly differed; the first time through, I left the map before killing every last robot, yet when I returned to Damonta after visiting Silo 7, robots had killed the remaining citizens of Damonta.
This time, I made sure to kill every last robot, and was rewarded with a neat little radio piece and the citizens remaining alive on my return.
So I'm loving it, and there seems to be even more content in California than there was in the first half of the game.
It's great to be playing this type of game again. At one point, I thought we'd never see a game like this ever released again, so I'm incredibly happy Kickstarter has given the genre a new lease of life.
Mr. Tibbs on 25/9/2014 at 05:16
Quote Posted by Malf
It's great to be playing this type of game again. At one point, I thought we'd never see a game like this ever released again, so I'm incredibly happy Kickstarter has given the genre a new lease of life.
Exactly how I feel. Between Wasteland 2, Dead State, Divinity & Eternity, it's a great time to be a fan of iso-rpg's.
I'm really surprised with how great Wasteland 2 is, especially considering Inxile's last game was Hunted. They really made something special. I'm just heading back to the prison, and am completely consumed by the game.
Jason Moyer on 25/9/2014 at 11:23
Hunted is highly underrated imo. Part of the problem is that the best parts of the game are entirely optional, though.
N'Al on 25/9/2014 at 11:35
I agree Hunted is underrated. It always gets refer to as some sort of utter abomination - by Brian Fargo himself, nonetheless! - but it's quite a fun romp, all things considered.
Not quite sure what you mean by the best parts being optional, though?
Jason Moyer on 25/9/2014 at 12:12
Most, if not all, of the missions in Hunted have 2 separate objectives. The first is to plow forward, killing things and gathering loot. The second, optional part, is usually a massive Hexen-like side area with puzzles to solve, an evolving side-story, and better loot. Unfortunately, those side-areas/puzzles are treated as "secrets", when they should have been (or something similar should have been) part of the main flow of the game. When Brian talks about the direction of the game being out of inXile's control, I assume part of it is the way those bits almost feel like they were cut out of the game at some point.
N'Al on 25/9/2014 at 12:24
Hm, I don't remember those bits being different approaches to the same mission, rather than simply optional 'side dungeons', if you want. Whatever the case, though, yes, you're right, they were far more interesting than the main thrust of the game. Most likely due to the bigger focus on puzzles vs. pure combat.
[edit] Well, ok, seems like we're both saying the same thing here. Anyway, guess the take-home message to everyone else here is: Play Hunted, it's not as bad as it's made out to be, as long as you don't expect a huge, sprawling, non-linear RPG. [/edit]
Jason Moyer on 25/9/2014 at 12:52
They weren't different approaches, just side areas. It just felt like those parts actually encompassed more of the game, in terms of size, than most of the main areas did. There were bits where you'd walk about 5 steps between loading zones if you followed the main thrust of the game, but there would hidden bits off to the side that opened into a sprawling dungeon.