Wednesday, October 9, 2024

Betrayal at Krondor: Para Bellum

 
Prince Arutha strategizes to counter the Moredhel threat.

 
This is the first game I've played with "Chapters." It apparently isn't the first in the RPG genre, although unless some console game did it first, it seems to be the first with a western release. In any event, I can't imagine that the authors of Krondor played Dragon Slayer: The Legend of Heroes in Japanese, so I suspect that to them it was an original idea: An RPG with a story like a novel. It fits well with the thematic basis of the game.
   
I always have a viscerally negative reaction to "chapters" even though at least one of my favorite games, Baldur's Gate, uses them. I don't like gameplay that is overly structured: I prefer open worlds and nonlinear plots. I am aware that many games without chapters still have too much structure and linear plots, and I am aware that many games with chapters actually offer a lot of nonlinearity and player agency--Baldur's Gate again comes to mind--but I still feel like a "chapter" approach signals from the outset that the player's choices are going to be limited.
      
Arutha is a bit rude as the next chapter begins.
     
Chapter 1 of Betrayal at Krondor ends with the party's arrival at the titular capital, and the presentation of the Moredhel fugitive, Gorath, to Prince Arutha. The archmage Pug saves Gorath from an assassin posing as a palace guard. Chapter 2 ("Shadow of the Nighthawks") begins on the heels of this event. The opening narration is told from the perspective of Gorath, who is trying to warn Prince Arutha of the forthcoming Moredhel invasion. Pug's daughter, Gamina, and the Tsurani great one Makala (I believe an original character to the game) read his thoughts to detect any hints of treachery. Arutha bristles at Gorath's warnings and questions why Gorath would betray his own people; Gorath replies that as great a threat as Delekhan (the Moredhel general) is to the Kingdom of the Isles, his rule is even worse for the Moredhel.
     
I suppose that's better than vice versa.
      
Arthura complains that he doesn't know where to send his troops in preparation for the invasion ("Highcastle? Ironpass? Northwarden?"); Gorath replies that he doesn't know, either, but he thinks he can learn Delekhan's plans by intercepting messages sent between the Nighthawks--an assassins' guild that Delekhan is paying to spy for him--and Delekhan. "The messengers [are] always sent to a rendezvous in Romney," Gorath explains, and asks for leave to investigate the city. Arutha grudgingly accedes to Gorath's plans but insists that Seigneur James accompany him ("I know you might have preferred Locklear's company, but he has business elsewhere").
    
As Gorath leaves with Makala and Gamina to take a tour of Krondor, Pug and Arutha discuss strategy. Arutha thinks Highcastle is the most likely target, as it is closer to Delekhan's capital at Sar-Sargoth. Arutha begins drawing up plans to call extra soldiers from other garrisons. 
   
A new quest.
      
After that, I can finally start moving around. I begin with only James and Gorath--no third member--in the palace of Krondor, with Pug's wife Katala. She explains that no one important is around. James is able to enter Locklear's apartments, where we find all of the gold and Locklear's inventory left over from Chapter 1. I was worried we wouldn't be able to carry it forward. I gave Jimmy a few items related to lockpicking, torches, potions, and the picks themselves.
   
I try to have the pair exit the palace the normal way, but James insists that Delekhan might have spies, and that exiting via the sewers (the way we came) is the more strategic choice. Hence, we soon found ourselves back in there. I headed for the exit, finding no new encounters on the way. I should note that Christopher Theofilos's advice to fiddle with the step size and turn size did the trick, and movement was a lot faster and more intuitive, although I still haven't mastered the trick of not getting caught up on corners. You can't cut your turns closely in this game. You have to wait until the adjacent passage is a full 90 degrees to your left or right before you rotate and move forward. There's also no moving and turning at the same time; hitting either of the side arrows stops all forward momentum.
    
Owyn meets up with us as we reach the exit, having discerned through various palace clues that we were heading out on a secret mission. James and Gorath try to convince him that the journey will be too dangerous, but Owyn insists on coming along. 
       
I'm sure that dead animal on your head won't arouse any suspicion.
      
We reach the exit and are able to offload some excess gear in a shop outside the palace gates, bringing our financial total to 651 sovereigns, 9 royals. I briefly ponder whether to save it or to blow it all on either a Keshian Tapir (a weapon) or a suit of Euliliko Armor. I decide to keep it for now but to otherwise not be stingy with spending money on this leg of the adventure.
   
On the road, I take stock of James in comparison to Locklear. He's a little weaker, but faster. His "Melee Accuracy" statistic is 22% worse, but his "Lockpicking" is 32% better and his "Stealth" is 23% better. Other statistics are within 10%. All his equipment is at 100%. I'm sure he'll be fine, but as you might imagine, I don't love that the player has no choice in his characters. James is also more capital-c Canonical than Locklear, limiting any sense of making the character your own. 
     
He's also about 20 years older than in the books.
   
Outside, we're on the same map as in Chapter 1. I don't know if there are new encounters in the old places or if the chapter seeded the areas with new ones. Romney isn't terribly far away to the northeast, I could take one of two paths there, or I could go practically all the way around the world to get there. Part of me wonders what would happen if I went all the way to Sar-Sargoth and tried to find Delekhan right now.
     
Romney is further to the right than I remember.
    
Mindful that we're being stalked by assassins, I adopt the best approach I know to confound someone who is trying to predict your moves: randomization. The first intersection offers three paths. I roll the dice and end up on the southernmost path heading east.
     
I'm just doing what the coin says.
      
As before, I don't stick to the road but rather crisscross it, moving between the maps' edges and around mountains, looking for treasures or random encounters. The first place we come to is a village called Darkmoor. The name sounds familiar; sure enough, it's a dungeon in Might and Magic VI; it also appears in Darkmoor Hold (1985), a game I have absolutely no memory of playing or writing about. I hope that's just a matter of too many RPGs and not that I'm getting old. Anyway, in the town we find:
   
  • A closed and locked barn where no one will answer our knocks.
  • Three abandoned houses; one with 47 sovereigns and a light crossbow; one with three lockpicks and a shovel; one with a peasant's key.
  • A shop offering rations, hammers, ropes, shovels, and torches. I buy a couple of torches.
        
The other items have been plentiful so far.
      
  • An inn. Nobody wants to talk. We buy rations and ale.
  • A house occupied by a woman named Caroline who tells us that the weird woman who lives down the road only comes out at night.
  • A house at which a voice croaks to come back when it's dark, "and I will tell you about the Rusalki." I do as she instructs and meet an old woman who tells me a cryptic story about "innocence lost" and "spring blossoms robbed of carnal bliss." She concludes with: "Find the Magic Touch or you too may feel her icy kiss." I wouldn't be able to piece together her story except I've had some experience with Rusalki. 
         
I wonder if this will pay off later. I don't see any water nearby.
    
We wander into a trap on the way out of town, this one not accompanied by a battle. It's more elaborate than any trap I faced in Chapter 1, with six staves poking out of the ground, a rotating crystal, and what looks like another crystal on its side. The goal is always for at least one character to get to the far side of the zone.
     
Working my way through the trap.
          
I know from experience that walking between two staves will result in the character getting zapped. I think the staves are color-coded with the balls on top, but I can't discern the difference between most of the colors. I just have to guess. With some experimentation, I find that you can push the standing, rotating crystals in the direction opposite that from which you approach them. The crystal on its side shoots a fireball at anyone who enters its path, but these can be blocked with the crystals that you can push. With these rules understood, this particular trap becomes easy: push the standing crystal in front of the horizontal crystal and walk to the other side. I assume that the traps will get more complicated as the game progresses.
    
Our next stop is the Temple of Ruthia, where we unlock another teleporter. The high priestess won't see us. We fight our first battle of the chapter a few clicks along from the temple--with five Nighthawks! I whiff most of my attacks and get slaughtered. I hate how enemies crowd Owyn, leaving him nowhere to back off and cast spells. 
     
Five Nighthawks prepare to massacre us.
       
I don't know if Nighthawks are never visible in the environment or if this is just an inescapable ambush, but on a reload, I can't identify them before they attack. Two more attempts end the same way. Finally, I'm able to avoid the battle completely by skirting around to the south, but I don't like the solution. Surely, I'm supposed to be able to defeat these enemies. I just don't see how. I don't really have any tactics except for spells, and the ambush makes it impossible for Owyn to ever be in a position to cast any. What am I missing? I guess I should have bought that better sword.
   
A cemetery (again, Owyn wants to dig up every grave) precedes a southern spur, which we take, to the city of Malac's Cross. It's a bustling menu city with:
    
  • A barrel with a rope.
  • A hall where someone demands a "lecture ticket," which we don't have. 
    
I don't believe we ever learn who Malac is.
    
  • An inn where we've apparently just missed an epic chess match, described for us in excruciating detail by the innkeeper, Ivan Skaald. James impresses him with his knowledge of the game ("the Prince likes to play"). The NPC offers more keyword options than any in the game so far. Several have to do with chess moves, and the innkeeper offers to play with emeralds for a bet, but we don't have any. He also tells us of a suspicious band of "tax collectors" demanding ridiculous amounts of money in Lyton. An old woman named Petrumh mistakes James for someone named Lysle, insisting that he's James's twin brother. The innkeeper agrees that James looks like Lysle, and he says the man can probably be found in Darkmoor.
      
I assume that at some point, I'll meet an NPC with whom I have 16 keyword options.
     
  • An armory.
  • The Abbey of Ishap. Again, we unlock a teleporter. Abbot Graves talks to us a bit about the program of study that the abbey offers, including a current lecture on tactics delivered by Guy du Bas-Tyra, who is something of an antagonist during the first two Riftwar books but redeems himself at the Battle of Sethanon. For 20 sovereigns, Graves gives us the lecture ticket we need to enter the hall. 
       
Graves tries to enroll Owyn.
      
  • Guy gives his lecture, focusing on battles mentioned in the books. When he sees James with a Moredhel, he knows something odd is afoot, so we're forced to tell him the truth. "The party's abilities have increased," the game says as we leave town, indicating that our "Assessment" skills increased by a few percentage points.
    
I realize I haven't been using "Assessment" in combat, so I return to the Nighthawks and give it a try. It doesn't help and I get slaughtered again.
     
Even one Nighthawk is stronger than anyone in my party.
        
I have to wrap up here, a bit early, as I didn't have much time to play today. Maybe it's time to pick up the pace for the next entry. What do you think--keep going with this level of detail or start eliding more in the name of making quicker progress?
    
Time so far: 15 hours

69 comments:

  1. Not quite formal "chapters", but Quest for Glory 2 had an intermission and a proper break between the cities of Shapier and Rasier.

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  2. I imagine Feist-fans would have been delighted to be able to play as the famous Jimmy the Hand. I think the Gold Box games also did something like that, where you could play as famous characters from the D&D novels?

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    1. Not Gold Box, but you can meet Drizzt Do'Urden in 'Menzoberranzan' and in 'Baldur's Gate' but as far as I recall, he only enters your party in the former.

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    2. Off the top of my head, during the course of the Krynn Gold Box games, you at least *meet* all the surviving Heroes of the Lance, and I believe one or two of them join your party for a time.

      In the Forgotten Realms games, only Curse of the Azure Bonds and Pools of Darkness actually feature characters from the books: Alias and Dragonbait join as NPCs in Yulash, you meet Olive Ruskettle...somewhere, I forget where, and Akabar Bel Akash helps in Hap. In Pools, I think the only character from the (significantly less good) associated book that joins your party is a version of Shal Bal who has been split from her mage powers, and thus plays as a fighter (while Shal in the books is very much a mage).

      While there was a Pool of Radiance novelization, I think it postdates the game, and to my knowledge there is no book related to Secret of the Silver Blades. I'm not nearly as familiar with the Savage Frontier Gold Box games.

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    3. Not D&D novels, but there are Interplay's Lord of the Rings games.

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    4. Shadowrun Returns lets you meet and play a rather important character from tabletop and novels towards the end (considering what he really is, he's disappointingly weak). And at the beginning, a character from a previous game joins you.

      Later games in the series feature important characters from the setting, but you just interact with them.

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    5. I might be a rare player, but I do not like playing well-established characters.

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    6. Akabar Bel Akash helps in Hap

      "helps"

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    7. I do not like playing well established characters either( like the Witcher) although I grew to like Gorath, Owyn, Jimmy, etc.

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    8. Gorath and Owyn weren't established though

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  3. Yes the battles on the way to Romney could be quite challenging, but as you mentioned you did not purchase better sword nor armor, you always have to have the best equip possible.

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    1. AlphabeticalAnonymousOctober 9, 2024 at 1:28 PM

      I started to type that I was impressed that (as a long-time resident of Massachusetts) you passed up the opportunity to allude to your former governor. Then I re-read your figure captions.

      Thanks for not letting me down!

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    2. I think I've told this story before, but I once elbowed him in the stomach while he was governor. I was walking backwards out of a bar, and he was coming in. I guess it's not really an epic story.

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    3. AlphabeticalAnonymousOctober 11, 2024 at 11:58 AM

      Indeed you did, but it was before I started reading regularly. (Though somewhat amusingly, back then I was also living in Massachusetts):
      https://crpgaddict.blogspot.com/2019/12/camelot-what-makes-us-unique.html

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  4. Also, what really helped me on 2nd chapter against Nighthawks was using Naphtha on my weapons.

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  5. “Archmage Puck”? 😂

    I’m personally loving the detail so I vote continue as is!

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    1. Seconded, you're playing through this game only once for the blog, so let's get the most out of it.

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    2. Thirded! I love reading about this game. Even now, the story is pretty good and worth going into detail for!

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  6. While I enjoy the detailed coverage, at the current rate of posts per chapter, Krondor risks overtaking Fate and Ultima 7.2 as the game with the highest number of entries, possibly by a long shot.

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  7. To go along with the step-sizes, when you move in the overhead view you can lock yourself to the roads, and then just hold down forward and the turn keys to move pretty quickly. You can do it in dungeons as well. This doesn't let you avoid ambushes and runs you right into pits, but it does significantly speed up traveling back and forth for quests when you have cleared the roads of enemies

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    1. I've used the road-lock option when going back through an area I've already explored. I don't like to use it during regular movement because I don't want to miss things off-road.

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    2. If the continuous movement is that finicky, I can't help but feel a blobber grid might have served it the dungeons better

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  8. Dragon Quest IV (1990 in Japan, 1992 in the US, on the NES) consisted of chapters, though the last chapter was larger than the first four put together. The first four chapters are short stories introducing each of the members who will make up your party, then chapter five has the main hero meeting the other characters and going on the main quest to defeat the big bad (who was hinted at in the other chapters).

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    1. My favorite recentish JRPG, Octopath Traveler, has (as the name hints) an eightfold plot which is told in chapters. Essentially, you get locked into short linear quest segments when you choose to initiate plot advancement. But you can control the order in which you do each chapter. The first eight chapters you're compelled to do the first time you encounter each of the playable characters, but from then on, you're basically told when you reach the starting point of a new chapter, "You're about to start a bit of plot. Do you want to do that now, or keep wandering around for a bit?"

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  9. re: combat balance, buffs applied outside of combat are a big deal. There are a lot of variations on the “icer” item you found earlier, and at temples you can pay to have weapons and armor enhanced.

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    1. iirc weapon buffs wear down per hit they apply to, not on a time basis, helping obviate the whole “but what if i wasted it” issue and the need to save scum so you can pre buff at the right time

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    2. Also is Owyn wearing armor? He is such a stereotypical mage that I don't know how obvious it is that there's zero penalty for putting him in armor.

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    3. Be careful if you bless your weapons and armor, though, as there are three tiers of blessings you can get from temples, depending on the deity of the temple. The best blessings come from the temples dedicated to gods of things like war and death and so on, so getting a weapon blessed by, say, the goddess of the harvest, isn't going to be very effective. I do believe that the Temple of Lims-Kragma, which is just down the road from Malac's Cross, gives the best tier of blessing (as Lims-Kragma is a death deity), so if you do have some half-decent gear and a bit of money, this wouldn't be a bad time to get them blessed.

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    4. Yes, I have Owyn in armor. I'll try more buffs and blessings.

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  10. As an aside observation, I wonder if the larger console (Japanese) RPGs of 1997 - 2013 could be considered to have defacto chapters by virtue of coming on a series of discs. I don't remember any time in FF7 or 8 where the player was ever asked to insert a previous disc, so they must have taken a lot of care to make sure that every possible location and asset that can be encountered up to certain pivotal story events can be located on the current disc, with successive discs losing things that definitely cannot be revisited (destroyed locations, single use cutscenes) until the final disc has a copy of everything from the previous discs that you can still return to when you're free to float about and collect things before the big climax.

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    1. That's correct; FF7-9 each have linear progression through their disks. The worlds for these are generally relatively open, especially past the initial stages of each, so broadly speaking the different disks do not contain location-specific data (the way they did in, say, Riven), but story-segment-specific data. (There are some locations that are exclusive to particular parts of the story, and cannot be revisited later, but they are the exception.)

      My guess would be that most of the space on the disks that's not duplicated data across all of them would be taken up by things like cutscenes and FMVs, which, by their nature, only take place in particular places in the story.

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    2. FF7 is absolutely all the FMVs that take up the vast bulk of the disk space; I remember having the PC version and looking at the contents of the CDs, and it was a bunch of loose AVI files for all the FMVs and then duplicated assets for the main game. Since it used MIDI instead of Redbook and made heavy use of shading instead of textures the game data was a tiny fraction of the overall size.

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    3. It absolutely was. I remember my discs were scratched and would cause the game to frequently freeze, but my disc 1 worked fine.

      My workaround was starting the game and loading with the appropriate CD, then opening the psx and putting in disc 1.

      Played through the whole game that way without issue. The only issue was whenever it came time for an FMV to play, it would play one of the ones from disc 1.

      Came out especially funny when they had models or forming some animation on top of the wrong movie.

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  11. AlphabeticalAnonymousOctober 9, 2024 at 1:26 PM

    > you can push the standing, rotating crystals
    > in the direction opposite that from which you
    > approach them.

    Well, now I just feel silly. I don't think I discovered that during my play-through... the characters just had to soak up the damage and keep moving.

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  12. I believe your ability to spot ambushing opponents is based off your skills and you get some kind of warning. Sometimes you can naturally see them in the trees and click on them, it's possible they're also somewhere weird, but in some cases they may only appear to click on if you get a pop up approaching that you sense something off. I don't remember completely.

    I'm a little confused as to the distaste of Chapters as it's just suggesting natural breaking points in the narrative, you could probably find spots to put 'Chapters' in every game you've played that has a plot. If you pair it with how Krondor will change your character lineup around and you don't have control over that, that makes sense. In general though it's functionally no different that once you do X part of the plot Y event happens which many games you've played prior have had happen.

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    1. That was also what I was thinking. Many games with scripted events have de facto chapters that change the world and add or take characters (NPCs mostly). It’s just that BaK does it pretty well (imo) and interweaves the scripted events with the overall idea that you’re reading a book.

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    2. Clicking on then open world negates them ambushing you. Success at awareness let's you ambush them. Failure at that point should start normal combat determined by initiative

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    3. I tried to explain it but I guess I didn't do a good job. I feel like having literal "chapters" signals a linearity to the narrative and restrictions on content that are not present in games that I prefer.

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    4. It's totally fair, don't let my comments think I'm trying to invalidate you. Being playful perhaps you're more of an 'Arcs' guy where you can have more than one going at once, I just suspect 60%+ of the games you play I could stick Chapter markers in that would make sense.

      I'm a sucker for a well told and guided linear narrative and it's perfectly fine it's less somebody else's jam.

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    5. A chapter based structure doesn't necessarily have to indicate a completely linear narrative. In a lot of Pirahna Bytes games (though not all of them) you end chapter 1 by choosing which faction you want to join, which determines which version of chapter 2 you get to experience.

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    6. I wonder if that's what Chet meant when he said, "I am aware that many games without chapters still have too much structure and linear plots, and I am aware that many games with chapters actually offer a lot of nonlinearity and player agency."

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    7. I believe the issue Chet is getting to is that the existence of overt chapters puts him in a mindspace that what he's about to experience is linear. Whether ot actually is or not has no bearing on this initial feeling.

      The opposite case of a game not being broken up in overt chapters doesn't give him this initial feeling, even if the game ends up being more linear.

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  13. I have a technical question, since your peculiarities of color vision impair your working with traps: can you not make a screenshot, save it in Paint (or whatever standard program your OS uses) and then pick the colors with "picker" tools and look at their RGB codes to compare them?

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    1. sounds like more work than just brute forcing it

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    2. There's actually an easier way to see how the traps are laid out: if you press "G" to bring up the combat grid, a white line is drawn on the ground between posts of the same color, making it really simple to tell where you can walk without getting zapped.

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    3. Oh, I didn't remember that... Is it surely not some sort of in-built cheat?

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    4. I wouldn't count it as a cheat, as it's not giving you any more information than you would have otherwise, it just makes that information easier to see. Probably the only reason the grid isn't on by default is that it makes the combat field look less pretty.

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    5. If the grid thing didn't work, my answer would be the same as James's.

      I actually have another solution that I forgot while I was playing: Irene got me those Enchroma classes last year. They make everything look dark and weird, but I CAN distinguish the colors. They don't look like colors I've never seen before or anything, but there was no reason not to use them for that puzzle except that I forgot.

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  14. In Questron you rise in rank after certain game events. Would that technically qualify as something similar to "Chapters"?

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    1. Sure, Questron has chapters in spirit in that irrevocable things happen and you can't go back to some content or areas that you missed in previous sections of the game.

      I suppose the takeaway here is that many games that have no chapters literally have chapters in spirit, while many games that have literal chapters do not close off any content and remain relatively open-world.

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  15. Gothic 1-2 have chapters system and they are RPGs with huge open-world.

    There are games with mission-based structure - like lots of shooters in which each level can be named as "chapter". Half-Life, Doom, Thief to name some. Some RPGs have those - like System Shock 2 with "levels" and "decks".

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    1. Gothic and all the Piranha games,right? They always rely on that for the spawn of new enemies . And Baldurs Gate and so many more - I really cannot see the problem with the mechanic. I would even say that I find it helpful because if not the game overwhelms me with loads to explore without signposting, and I hate that. Because dungeon crawling and levelling are secondary to me in a crpg. Yes I know I am in the other side of Chet's preferences

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    2. Gothic 1-2 and Risen 1 have explicit chapters. Gothic 3 did away with them and tried a more traditional open world approach. Risen 2 has no explicit chapters but there is a fixed sequence of islands you visit before the game opens up I think about halfway through. I'd rather not think about Risen 3, and I've never played Elex.

      Chapters can be done in very different ways. I always liked how they were done in Gothic - it all starts very open, then the chapters slowly funnel you more towards the story, while still keeping the open world.

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    3. The best implementation of chapters I've personally seen was in Age of Decadence, where the game relied on chapters (even if they were not called so) for nonlinearity, as with the amount of choices available in that game the possibilities would have been too complex for a reasonable dev team otherwise.

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    4. Looks like the same people later made Colony Ship, which I brought up when Gerry Quinn was asking about RPGs set on generation ships. (Unfortunately I can't play either of these because I don't have a Windows machine!)

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    5. @Buck, funny, I have never played Risen 2 and 3 or Gothic 3. You should definitely play Elex then.

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    6. I should and I probably will, I just don't play on game consoles and my PC is always a bit outdated as I mostly play older games.

      I can't unconditionally recommend Risen 2 or Gothic 3, but personally I enjoyed them a lot. Risen 2 is very unpopular because it deviated a lot from the Gothic formula and forced a pirate theme on the existing setting, but taken on its own I found it a fun RPG with focus on exploration. With Gothic 3, even in its fixed state you can see that it was rushed - combat is especially terrible, and quests and factions are rather generic. But you can kind of see what they aimed for, and man is the game world beautiful.

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    7. I think in Gothic 3 they bite more than their small dev crew could chew. Something like Khorinis 2.0 would be more interesting than dozen of samey looking cities with mostly samey quests. Still like this game. As for pirate stuff... well, it was presented in Jarkendahr expansion for Gothic 2 and in general I think it's in line with atmosphere of Gothic/Risen games.

      Can't say much else about Krondor since haven't played it. It is strange game, seems to be closer to what is usually labeled as (presumably worse?) open-world JRPG (pre-made characters and story, turn-based combat) than to typical (presumably better?) western RPG from that time (Might and Magic, Wizardry, Ultima, Darklands...)

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    8. You nailed it Anonymous. And ... this may be the reason I never quite liked the game? This and other thing I kind of hate of certain crpgs, which think they are so good at writing that they bomb you with unnecessary exposition and verbosity (I have a couple of beloved examples but I don't want to make enemies on a Sunday). And the movement. It's awful, though it works for dungeons

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  16. Fallout 4 essentially has a chapter system, based on the main quest. They don't call it chapters, but there's some pretty significant "sections".

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    1. There's a multi-part main quest, but I wouldn't call it the same thing as "chapters." At each point during the main quest, the entire game world is still open to explore, and no content becomes unavailable as you transition from one stage of the quest to another.

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    2. True, but the character of the world changes a lot because of the main quest. Also technically there are locations that are unavailable until you get to certain points. Just saying; I always rush through to killing Kelogg, then pretty much ignore the main quest until I get bored and come back again in 2 or 3 years...

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    3. For some reason, I like to delay the Brotherhood's arrival, but I can't say why.

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  17. Well, I screwed up. The subtitle was supposed to be a nod to both the fact that Arutha is preparing for war (the literal para bellum) and a nod to John Wick: Chapter Two - Parabellum given that I'm entering Chapter 2. But it turns out that's the sub-sub-title for John Wick 3, not 2. Nerts.

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    1. That's pretty much unforgivable, and you know it ;)

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  18. One little trick. If you press G in trap, you will see lines connecting parts of trap. Solving of the trap with them is much easier.

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    1. Yeah, that makes a big difference, thanks. I often turn on those lines in combat, but somehow it didn't occur to me to do it for traps.

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  19. One trick I discovered, and works perhaps best at the beginning of Betrayal, was that my party kept gaining important higher stats like HEALTH and STAMINA by just having time go by. To accelerate this trick, all you had to do was travel back and forth between areas that required “long travel.” Your characters would jump a few points each time, and as there was no time limit in the game, my guys grew pretty strong and wouldn’t crumple in combat so easy.

    ReplyDelete
    Replies
    1. That feels like an exploit, but I guess I won't feel bad about taking too much time to get to the quest objectives.

      Delete

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