Din's Curse - Q Diabl meets Space Rangers
Moderator: Thanas
Re: Din's Curse - Q Diabl meets Space Rangers
lol i must have totally ignored that shit
stark, what other games have dynamic worlds and meaningfull choices?
stark, what other games have dynamic worlds and meaningfull choices?
Shrooms: It's interesting that the taste of blood is kind of irony.
Re: Din's Curse - Q Diabl meets Space Rangers
Outside SR2 and the DoP/DC games, basically fuck-all. Emergent stuff coming out of NPC interactions has generally been described as 'too hard', even though games by insane Russians and indy developers can do it fine. D3 (that's Diablo 3, guys) will almost certainly have none of this and just be a fixed plot - Torchlight 2 even explictly reassures people that it will have a 'strong story' despite having random levels.
Re: Din's Curse - Q Diabl meets Space Rangers
ugh, i was hoping you wouldn't say that.
Shrooms: It's interesting that the taste of blood is kind of irony.
Re: Din's Curse - Q Diabl meets Space Rangers
Another thing which adds a lot of replayability to Din's Curse is the class system. As Stark mentioned in the OP, you can pick a "full" class of three skill pages, or create a hybrid class which has two skill pages of any of the other classes. This gives a total of 141 different types of class combinations (with about fifty more in the Demon War expansion).
What's great about this is I've found each type of class immediately puts a different gameplay focus. You could be a necromancer-trickster, for instance, and kill dudes without them touching you and raise their dead corpses to fight for you. You could create a warrior-archer, master of both long range and close up engagements.
Some of the differences between combinations can be subtle, but they are there, and it's an example of really great game design, that only required the infrastructure of the base 6 classes to create so much more out of them.
What's great about this is I've found each type of class immediately puts a different gameplay focus. You could be a necromancer-trickster, for instance, and kill dudes without them touching you and raise their dead corpses to fight for you. You could create a warrior-archer, master of both long range and close up engagements.
Some of the differences between combinations can be subtle, but they are there, and it's an example of really great game design, that only required the infrastructure of the base 6 classes to create so much more out of them.
Jupiter Oak Evolution!
Re: Din's Curse - Q Diabl meets Space Rangers
Sherry's ranger only really uses the 'archer' so she's thinking about making a new character with archer and either better defense or pets. It's good stuff.
Re: Din's Curse - Q Diabl meets Space Rangers
This sounds really interesting.
One of the reasons I still play TQ and havnt really got into TL yet is because of the formers class system, I just love messing about trying different combos.
One of the reasons I still play TQ and havnt really got into TL yet is because of the formers class system, I just love messing about trying different combos.
Re: Din's Curse - Q Diabl meets Space Rangers
The game let's you respec skill points easily too, so there's no danger to experimenting.
Re: Din's Curse - Q Diabl meets Space Rangers
Downloading the demo now
I have lurked long enough to know that a Stark recomendation is like the golden egg ^^
Thoughts will follow.
I have lurked long enough to know that a Stark recomendation is like the golden egg ^^
Thoughts will follow.
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Re: Din's Curse - Q Diabl meets Space Rangers
I went and bought it. Admittedly i can't compare it to the original diablo games cause i never played those but it's enjoyable so far though seems a little eh played solo, so i guess i just gotta convince a half dozen friends to buy it as well now.
STGOD SDNW4 player. Chamarran Hierarchy Catgirls in space!
Re: Din's Curse - Q Diabl meets Space Rangers
The patches to Demon War have added even more features, so I'd say 'yes'?