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Senaste recensioner av ETPC

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5 personer tyckte att denna recension var hjälpsam
3.6 timmar totalt
the red strings club is my new benchmark for cyberpunk fiction. it gave me an extremely well realized world, populated with characters i cared deeply for, and presented questions to me that dug deep into my very soul. it completely rejected the lazy, tropey nature of most cyberpunk fiction (looking directly at you cyberpunk) and presented one that has not left my brain in a month. the aesthetics of the game are also sublime, with striking art direction and incredible 2d art and animation.

please play this game.
Upplagd 19 augusti 2021.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
3 personer tyckte att denna recension var hjälpsam
50.8 timmar totalt
a rock solid single player rpg with lots of non-linearity within a structured, handcrafted world with a distinctly european flair. it has some tone issues (boy this game sure has weird opinions about women! those natives sure aren't great!) and some goofy edgy writing that toes the line between playing it straight and being self aware, but if you can look past all that and a little bit of jank, a solid game awaits.
Upplagd 29 oktober 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
14 personer tyckte att denna recension var hjälpsam
7.5 timmar totalt (7.3 timmar när recensionen skrevs)
In 2017, Rogue Squadron (at least on PC) does not hold up. What was once celebrated as a jewel in the N64’s crown has given way to a finicky, unfair and unstable game.

Let us start with the overall stability of the game, because that is the most pressing issue. Now, the game definitely benefits from certain fixes and enhancements. I used Sui’s Rogue Squadron DLL Wrapper (https://community.pcgamingwiki.com/files/file/830-suis-rogue-squadron-wrapper/) and the latest dgVoodoo2 (http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2.html) in order to get proper widescreen support. However, even with these fixes, I encountered constant CTD’s before and after missions and even full display corruption that required a reboot. This became frustrating very quickly.

Once you are in the game, things do not get much better. The camera seems broken from the get go, with your ship able to fly into the distant fog without the camera following, unless I mash on the cycle camera button. Eventually the camera will unhinge again and I’ll have to cycle cameras again for it to come back. The flight controls also feel stiff and weird, but this might be because when the game was released, analog sticks on the PC just did not exist. Rogue Squadron was primarily developed for the N64, afterall.

The mission design is also very samey, with lots of “protect this target from being destroyed” missions, which become ever more difficult when the controls are actively fighting you. The rare seek-and-destroy missions were entertaining, however. Some missions are next to impossible without hunting down secret upgrades in other levels, which meant I needed to consult a walkthrough just to progress. Not good.

The story is also merely okay, with the game taking place between Episode IV and V (with an exception for one mission). The Rebel Alliance is still on thin ice, even after destroying the first Death Star, and is constantly on the defensive. Events unfold predictably, there are betrayals and tables turning, it’s nothing special. It serves to drive the missions and that’s it.

Honestly, it’s hard to condemn a game made in 1998 for not meeting the standards of 2017, but I just was often not having fun with this game. That’s not to say that every game should be ‘fun’ (especially because fun is subjective!) but I was wishing I could just get this game over with and move on to something else. There were occasional moments of tension and drama that kept me interested, but overall, I do not recommend this game nowadays.
Upplagd 2 augusti 2017.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
18 personer tyckte att denna recension var hjälpsam
3.8 timmar totalt (3.8 timmar när recensionen skrevs)
With Tacoma, Fullbright does not attempt to reinvent the wheel. It goes without saying that if you loved Gone Home like I did, Tacoma is an instant recommendation. However, the game is far more than "Gone Home in Space", like one would assume.

At its core, Tacoma is far more interested in reinventing the idea of audio logs, an overused narrative device in games, from the ground up. Instead of collecting tapes or notes like in most games, you relive the experiences of the crew members via AR (Augmented Reality) data. This means that you see the actions happen, you can interact with them and the crew members might walk off and do something else entirely, which allows for multiple stories in the same AR recording. This is a far more compelling implementation of how to deliver past key events in the narrative to the player then other ways.

That is not to say this is the *only* interesting element that Tacoma brings to the table. No, Tacoma also goes out of its way to address the extreme lack of diversity in the wider gaming culture. The characters in Tacoma are not your standard white, cisgender, straight men/women and this effort should be celebrated. Each character is handled with care as well, and none of them come off as tokenization efforts. Tacoma also presents its characters without seeming desperate for you to notice that they are ‘different’ than most characters in video games, and is confident about letting them speak for themselves. An example of this is the completely realistic and super cute relationship between Natali and Bert, which does not seem artificial in the least.

The main narrative is also unconventional. Tacoma is a game that is very worried about our society’s current obsession with technocratic accelerationism, and portrays a very plausible world where Amazon and Google run their own universities and corporations provide their own (often non-transferable) currencies to their workers. Yet, Tacoma avoids plunging into dystopian navel-gazing and shows that even in such a horrible world, there is still joy, wonder and love to be found. It also dosen’t overstay its three hour playtime and I felt like I had a complete experience at the end, though I would not have turned down an opportunity to spend more time on Lunar Transfer Station Tacoma.

As for technical details and performance, Tacoma ran mostly fine at 1920x1200 on my GTX 1070, but some spots caused the game to hitch up. Exiting the game and relaunching cleared it up, however.

In conclusion, Tacoma is strongly recommended for fans of exploration games and those who like a good story. One can only hope that its experimentation with audio logs trickles down to other games.


Upplagd 2 augusti 2017.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
13 personer tyckte att denna recension var hjälpsam
13.7 timmar totalt
At times, Tom Clancy’s Splinter Cell can feel like a product of 2002 in the worse ways possible. But clever design and compelling gameplay carry it forward into the bright, shining light of 2017.

Developed as Ubisoft Montreal's Hail Mary effort to not be seen as a studio that makes licensed kids games, Splinter Cell is a stealth action game that was designed to take on Metal Gear Solid, while also leveraging the Tom Clancy brand for credibility. The use of the Clancy branding is significant, because up until this point Red Storm Entertainment was the only studio that used it, due to Clancy himself serving as founder of the studio.

Splinter Cell was renowned for its clever use of light and shadow and it still look great in 2017. The game also goes to great lengths to establish the settings of your missions as real places, without the artifice of most games, and it mostly succeeds. Its greatest strength lies in its protagonist, Sam Fisher, a tired ex-SEAL and ex-CIA operative played in a delightfully deadpan and tired manner by veteran method actor Michael Ironside.

Sam isn't the only interesting character in the game. Your support staff also contain some interesting characters such as Lambert, your commanding officer. His is the voice you will hear most often, giving you orders and mission objectives. Lambert, along with supporting characters Grimsgottir and Wilkes, have a strong chemistry with Sam, and their dialogue reflects a real history between the team.

The storyline itself is compelling enough to drive the game, but it is also very standard issue Clancy. The president of Georgia is assassinated and after a bloodless coup d’etat, Kombayn Nikoladze, a Georgian billionaire and business mogul, seizes power. Fisher is sent to Georgia to investigate the disappearance of two CIA operatives, only to discover they stumbled onto something that could trigger a war. From there, you go all over the world following leads and lurking in the shadows trying to prevent things from getting worse. There are suitcase nukes, secret wars, information warfare, it’s all elements most of us have seen before in all kinds of media, but it does work in the game’s favor.

The game feels great to play. Sam is extremely nimble and his movements really sell the fact that he has been doing this for a long time. A novel concept is that the mouse wheel on PC controls the speed of your movement. For example, if you want to be as quiet and slow as possible, you move the mouse wheel down until Sam is moving so slow that you do not even disturb glass as you walk over it. It is a great idea that was never copied by games outside of the SC series, at least to my knowledge.

Where the game falls apart though is that Sam can sometimes feel clunky to control, especially when doing stance changes or jumping/mantling. Those actions feel extremely mechanical and when the game demands you do some of the more complex moves, such as split jumping, can prove to be extremely frustrating on mouse and keyboard. The times where the game puts you into combat scenarios also do not feel great, with the accuracy of your weapons being seemingly random at times, even when your crosshairs are completely locked in. Sam also isn’t superhuman and can only take a few bullets before dying, which is a problem when your enemies have automatic or burst firing weapons. There are also times where the AI can feel a little too aware of you, and is able to spot you in complete darkness, but these are rare.

Overall, though, the game is still a great time and really makes you feel like you are the master of espionage. To play the game, I used ThirteenAG’s widescreen fix to run at native 1920x1200 with proper aspect ratio, though it does break full screen video playback. Without the fix, the game is locked to 4:3 resolutions. The fix also comes with dgVoodoo2, which fixes the shadow rendering on modern GPU’s. Anti-aliasing and antistrophic filtering can also be safely forced through your GPU’s control panel to their highest possible settings for the best image quality. I also used the PS3 HD Texture pack to add in the re-mastered textures that were made for the PS3 re-release of the first three games of the series. Finally, I used a guide on Steam that was written by ThatDarnOwl (http://steamproxy.com/sharedfiles/filedetails/?id=464988984) to add in the bonus missions that were downloadable on Xbox Live and published on PC in Europe only or with the Chaos Theory CE. However, to be honest, the missions are not anything to write home about, other than the final Sub mission.
Upplagd 9 juli 2017. Senast ändrad 9 juli 2017.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
7 personer tyckte att denna recension var hjälpsam
35.6 timmar totalt (35.1 timmar när recensionen skrevs)
Risen 2 is a weird, confused mess of a game. Its half post-apocalyptic/lovecraftian horror and half swashbuckling lighthearted pirate adventure and neither of the two meet to make a solid whole. Throughout the 30 or so hours of the game, both sides seem like totally different things, with the pirate adventure taking up the lions share of the spotlight.

Risen 2 also continues on with Risen's goal of simplifying mechanics that date all the way back to the Gothic games. Fast travel and a more robust XP system cause Risen 2 to move more towards the Action RPG archetype at times. This isn't to say that all the complexity has been bred out of Risen 2, the Learning Points system still exists, mostly, but is instead gated by Glory (XP) and knowledge level of the five character attributes. This more or less works, but something is definitely lost in translation and Risen 2's gameplay begins to feel more like generic RPG systems instead of the interesting systems in Gothic and Risen.

The combat loop in Risen 2 is also vastly simplified and the game is overall orders of magnitude more easier then it's predecessors, with the more thoughtful combat systems in both Risen and the Gothic games replaced with hack'n'slash mechanics. I got through the entire game just mashing on the attack button and peridocally shooting people while mashing on my health position hotkey during the few times i was in peril. Overall, it's nowhere near as satisfying as the previous games, which made you *work* to survive encounters with even basic enemies. Also, you can still get stunlocked to death in Risen 2, so at least there is some connective tissue to the previous games!

Storywise, the game takes a *lot* of inspiration from the Pirates of the Caribbean ride/movies, especially in it's use of voodoo and pirate curses as a main story theme. The nameless character from Risen has become a Inquisition officer in the years between the games and resides in the Crystal Fortress in Caldera, the last human city of the 'Old World' after all the previous ones have been destoryed by not only Titans themselves, but also a cataclysmic conflict between the Titan Lords, one of which the main character helped resurrect and free in the previous game. Humanity stands on the brink of annihilation due to being unable to fight back against the Titans *and* Titan Lords, especially Mara, a Titan, and her kraken, who holds the Southern Seas and has sent countless ships to the bottom of the sea, which means that supplies and fresh troops are dangerously low in Caldera. After a ship heading for the Crystal Fortress is destroyed by Mara's kraken, Patty, a somewhat important character from Risen, washes up on the shores and teams up with the nameless character after he is told to go undercover as a pirate to investigate rumors of weapons that are capable of killing Mara that are held by Steelbeard, Patty's estranged father.

The story is serviceable and does the job of providing a reason to go on a grand adventure, but there was never a point where I cared at all about the events of the game, especially considering the immense tone whiplash that I got after coming off the first game. It honestly feels like Piranha Bytes had one team making an actual sequel to Risen and another making a pirate RPG and they just smushed the two together. A lot of characters that previously existed in Risen act nothing like their former incarnations, with the main character being the most egregious example.

Graphically, the game is capable of some really nice jungle environments and some great lighting, but most of the time it looks very average, especially in terms of very average looking character models and animations. There is nothing here that will push your hardware to the max or make your jaw drop, and I was comfortably able to run it on max settings without breaking a sweat. The art style is nothing to write home about as well, there was nothing notable at all except for the aforementioned jungle environments. The most offensive thing I can think of in terms of the graphical features is that lighting in caves and ruins is exceptionally poor. It attempts to convey a dark environment, but instead just causes me to be unable to see, even with torches. I had to increase the brightness just to see what I was doing in these areas.

One important thing to note too is that I ran into many bugs playing this game. During all 35 hours of play, I was never able to either make a hard save through the menu or use the console without the game instantly crashing to desktop. I still have no idea what causes this and googling and asking around brings no fixes. There were also bugs with some achievements never triggering, non-critical items never spawning and things like that. I used the Risen 2 Unofficial Patch, which purports to fix many non-critical issues with quests and the like, but I still ran into these problems, so be aware.

Also, Risen 2 has some gross bits in it, especially with the way native peoples are portrayed in the game, where they basically just took every existing colonialist 'tribal' stereotype in media and smooshed them all into one, kinda offensive mess. There is also some blatant homophobia with one character that seems incredibly unnecessary.

Overall, I did actually have fun with this game, but it is also a very average game when examined critically. If you are hankering for a game with pirate adventures in it and you have exhausted everything to do in Assassin's Creed 4: Black Flag, give this a whirl. It has some charm to it, but it's not gonna be a game that you fondly remember after you finish it.

Unofficial Patch: http://forum.worldofplayers.de/forum/threads/1154440-release-Risen-2-Unofficial-Patch
Upplagd 22 oktober 2016. Senast ändrad 22 oktober 2016.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
15 personer tyckte att denna recension var hjälpsam
37.2 timmar totalt (37.2 timmar när recensionen skrevs)
For Piranha Bytes, Risen was a clean slate. After Gothic 3 was a total debacle at launch due to their publisher, JoWooD, meddling with the development and basically ripping the game from their hands before it was finished to meet a launch date, PB cut all ties with the series that put them on the map. Signing up with Deep Silver, Risen was constructed, from the ground up, to be an evolution of the formulas and gameplay loops found in Gothic, while also targeting console players with a multi-platform release. Risen succeeds in a lot of what it sets out to do. However, there are still some missteps, especially in the latter parts of the game.

The story takes place on Faranga, a mediterranean island, where after humanity cast out the ruling gods (a reference to one of the endings of Gothic 3), massive ruins begin to rise out of the ground all over the world and deadly creatures begin to pour out, forcing humanity into conflict once again. To make matters worse, massive storms are wreaking havoc on any kind of settlement or ship out in the oceans, which is where the nameless player character comes in. After stowing away on a boat commanded by a militant theocratic order known as the Inquisition, the player shipwrecks onto the island along with one other survivor and has to figure out what is going on.

The player is given a choice between siding with three different factions in three different massive areas full of side quests and characters, and this is something Risen does really well, almost to the degree of Gothic 2. The settlements all ooze atmosphere, whether it be the bandit camp in the swamps or the Inquisition monastery high up in the peaks of an active volcano, they all have distinct character and feel like real places and much of the early game is spent in these areas.

After picking a faction, the game begins to settle into a rhythm of exploring ruins, doing some light puzzle solving and finding the plot device of the day. While this can get rote after a while, the game is still very much enjoyable and the story is intriguing enough where I was playing just to see what happens next. There are some great characters in Risen too, especially the Inquisitor himself (voiced by Andy Serkis), Don Estaban (voiced by John Rhys-Davies), the crime lord leader who was exiled out of Harbor Town by the Inquisition and Patty (voiced by Lena Heady), a tavern owner who is looking for her lost father.

However, where the game lets itself down, is in the combat. Now, YMMV but I never quite got the hang of how combat works in Risen and would often resort to cheesy tactics in the later game when the difficulty curve begins to rapidly spike up. Even with endgame gear, enemies were still able to stun lock me with ease and decimate me without breaking a sweat. It's possible I didn't build my character right, but it was often frustrating dealing with the combat. However, it didn't make me want to stop playing.

Speaking of character building, the learning points system from Gothic makes a comeback and it's relatively unchanged from how it was used in previous games. When you level up, you get ten learning points and use them to learn skills from trainers (along with a little bit of gold for good measure). A really enjoyable part of this system is that each trainer has different lines for how they teach you something like how to swing a sword, with each having their own take and personality on it, though this ultimately makes no difference in terms of gameplay.

Risen is also quite a looker, with a very strong mediterranean themed art style throughout and well-done lighting. Characters don't look super hot in 2016, but it's still far better then, say, ArcaniA, which came out two years later. The game also runs very well on modest PC's, and more higher end specs can utilize tools like nVidia Inspector to add in anti-aliasing. At 2x SSAA, this is quite a great looking game.

I highly recommend checking this out if you are a fan of the Gothic games or of European CRPG's in general!
Upplagd 28 september 2016.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
15 personer tyckte att denna recension var hjälpsam
3 personer tyckte att denna recension var rolig
4.3 timmar totalt
This is how JoWooD ends. Not with a bang, but with a $15 expansion for a game nobody bought or liked very much that re-uses a lot of the same assets from the main game. Originally supposed to come out a few months after ArcaniA shipped, the expansion seemed to be destined never to come out until Nordic Games (now THQ Nordic) picked up a lot of JoWooD IP, along with ArcaniA, and put this out.

FOS is basically the ending to ArcaniA, locked up behind $15. It takes place immeditely after the main story concludes with the Shepard being sent to assist forces in Setarrif. Remember the cool looking white and gold Persian-esque city with the miniarets that was under siege and could not be accessed? That's Setarrif. However, a volcano has errupted and has cut off the city from the rest of the island, as well as seriously affected the city and the surrounding wildlife. The expansion is pretty linear and there are exactly two side quests outside of the critical path. It's worth noting that you can start FOS with an end-game character from ArcaniA along with all your equipment and inventory, although it will all get quickly replaced with better gear.

The engine performs slightly better, with none of the *many* glitches and bugs that hounded ArcaniA present, and there are some interesting sequences where you take control of Lester and Gorn for story-related purposes, but overall, FOS is pretty bare-bones. I paid $3 for this and I still feel like maybe I could have spent it on something better. Also, the voice acting is weirdly delivered in FOS with lots of unnatural pauses and volume levels versus how it was in ArcaniA (although that had it's fair share of audio problems too) which can probably be explained away by its traumatic development process.

Your money is better spent elsewhere.
Upplagd 9 september 2016. Senast ändrad 9 september 2016.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
23 personer tyckte att denna recension var hjälpsam
1.0 timmar totalt
First of all, ignore the time played counter, it is not reflective of the amount of hours I spent playing ArcaniA. Because of technical issues, I had to constantly switch between the Steam version and a retail version. A more accurate game time would be around 20-21 hours.

At it's core, AcraniA is a failed experiment. After Pirahana Bytes washed its hands of the series after the publisher, JoWooD, forced Gothic 3 out the door before it was ready, Spellbound Entertainment (who is most notable for Desperados) was given the reins. However, Spellbound was a studio that didn't have any prior experience in the type of RPG that Gothic was, and it shows. ArcaniA's intended purpose was simple: To reboot the Gothic series and turn it into a more accessible, console-friendly experience. This idea was misguided at best and while there is nothing at all wrong with making formerly very hardcore franchises into more welcoming ones (Deus Ex, System Shock, Hitman, etc), ArcaniA completely fails to understand what worked about Gothic as a series. The property is simply misused here, and the additions to the mythology and world of Gothic only serve to undermine it. The much beloved freedom the previous games had is also sacrificed in order to have a more linear experience that exists in an unhappy middle-ground between Fable and Oblivion.

The story takes place on an unexplored island that has not been represented in any Gothic game before and features a new protagonist. After Gothic 3/FG, The Nameless Hero was crowned Rhobar III and has embarked on a campaign of conquest with the goal to unify all of humanity under one banner. This campaign comes at the cost of many lives, however, including your hometown and your (immediately killed off and fridged minutes after introduction) fiance, which is razed to the ground with you as the only survivor. The story continues from there and characters from the other Gothic games make appearances as crucial characters in the story, with each getting redesigned from the ground up. Examples would be that now Diego is a swarthy, vaguely Spanish-ish, pirate and Gorn loves violence and fighting. To be fair, the Gothic games didn't have the strongest of characters to begin with, so this can be excused.

What can't be excused is how the plot ultimately progresses into nonsense. Not the fun kind of nonsense that developers like Quantic Dream deliver, but the confusing, irritating nonsense of a story that was written in a hurry and poorly translated. Even at the end, I still didn't know anything beyond a surface level understanding of the events that are taking place.

ArcaniA also ditches the Genome Gaming Engine that powered Gothic 3 for the Vison 7 engine and at times, the game can look quite nice. There are some nice lighting effects and the view distance is quite good as well. However, that is about all the nice things I can say about the tech that drive this game. While Genome was buggy and unoptimized, I would have very much preferred it during my time with ArcaniA. The Steam version in particular is currently broken on the highest settings, with lighting and shadow rendering being miscast onto characters faces, to name one problem. The framerate/framepacing was also abysmal on hardware from 2016, with an incredibly bad play feel. Eventually I googled the problems I was having and discovered that the best way to play is with a patched up retail copy. So I ended up buying this game twice in order to play through it because of the lack of maintenance on the Steam version. However, the retail version is also very broken, with textures and shadows sometimes completely failing to load, 2D elements such as the HUD and map/mini-map becoming corrupt and video cutscenes refusing to play. In order to experience ArcaniA in the best possible way, I ended up having to constantly switch between the retail version and the steam version.

The overall aesthetic of the game is also quite plain. Spellbound was clearly 'inspired' by the success of other console-focused western RPG's, especially Oblivion, and attempted to replicate that look. So expect lots of European looking castles, farms, inns and the like. There are also some snowy temples, a giant magical tree surrounded by swamp, but it's mostly castles and villages. The most interesting looking area, which had a very Arabian look to it, was blocked off in the game and you only ever see the front facade of it, along with the skyline. Nothing about the art style is notable or exceptional in any way.

The combat and RPG systems of Gothic have also been left behind in favor of a very basic combat and leveling up system. The core gameplay loop is indistinguishable from most RPG's where you see an enemy, kill the enemy, get xp, repeat. Not to say that Gothic didn't reinvent the wheel with combat, but it felt far more interesting then it does in ArcaniA The interesting Learning Points system is replaced with a menu-driven perk system, which is, again, very plain.

Overall, ArcaniA dosen't succeed in it's mission. The game didn't sell well, Spellbound went under with JoWooD, who was already in dire fiancial straits, and history moved on. I can't even recommend this game as a curiosity for fans of the series or a simple timesink because the game is so plain and mediocre as well as bug-ridden and glitchy.

Spend your time elsewhere.
Upplagd 6 september 2016. Senast ändrad 6 september 2016.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
8 personer tyckte att denna recension var hjälpsam
1 person tyckte att denna recension var rolig
65.9 timmar totalt (65.8 timmar när recensionen skrevs)
I absolutely adore the Gothic series and sunk many hours into Gothic and Gothic 2 before starting Gothic 3. G3, at launch, was a total ♥♥♥♥♥♥♥ mess. Pushed out before it was ready by JoWooD to stave off their death, it was met with bad reviews and an angry community who questioned why the sequel to Gothic 2, one of the best Western CRPG's ever made, could have ended up like this. However, years and years of community support, patching, modding as well as the onward march of hardware have restored this flawed work into a masterpiece.

Gothic 3 is *massive* in scale, scope and ambition. Continuing the outward expansion of the series that started with a prison colony in G1, Khorinis as a whole in G2 (plus the land of Jharkendar with NOTR) and now an entire continent of which includes three massive land masses, all with completely different settings, characters, factions, quest lines and items. There is the lush, green forests and fields of Myrtana, the sweltering desert of the Varant and the frozen mountains of Nordmar. They aren't the most original places when it comes to medieval fantasy works but the execution is terrific. My only complaint is that Varant is kinda super orientialist and I wish it was handled better.

The story picks up immedietly after G2 with the Orcs finally winning the war that has been waging in the background of the first two games and having conquered all of Myrtana except for the last remaining stronghold of the King. Orcs have enslaved most of the population and it's up to you and your crew from G2 to free the continent! Or not. You can choose to fight along side the Orcs, or you can carve your own path through both of them. It's exceptionally freeform and there are a lot of variables that you can touch in order to effect the ultimate outcome of the game.

There is a *ton* of stuff to do in G3 and even after 60+ hours I never saw everything. There are entire questlines and paths through the game I never saw, and that is super cool! There is also a lot of room to develop your character, with the standard Learning Points system that has been in every Gothic game up to this. One thing I didn't like that was changed from G1/2 to G3 was that health became something you had to spend LP on to increase, but that stopped becoming a hassle eventually. Just know going in you shouldn't ignore it! Combat is also fun and responsive with a suprisingly robust moveset and ways to fight, but even with end-game gear and stats, stunlocking from even weak enemies such as wolves remains as much as a problem as it is in the early game.

Now for some of the negatives. Despite all the incredible work the community has put forward into patching and fixing G3 over the years, performance can sometimes leave something to be desired. I don't mean in terms of framerate, I mean in terms of weird hitches and stutters in weird areas that can't be cured even with the help of the G3 Clean-Up tool and a super fast SSD. The game is pretty stable now, but ocassionally weird open world janky stuff will happen, like deer falling from the sky. I didn't encounter any broken quests or crashes in my 65 hours with the latest community patch installed along with the newest (as of the time of this writing) Update Pack which fixes some of the lingering issues and adds some really nice quality of life features to the game. It's important to note that if you are going into this game expecting a super easy experience, you are going to be in for a bit of a shock because G3 dosen't really roll that way. Now, this can be a good or bad thing depending on how you look at it, but in my personal experience, the journal/quest log and navigating some areas in Nordmar kinda goes past the "this is tough but fair" line and straight into "what the hell does this ♥♥♥♥♥♥♥♥ game want me to even do here". Again, YMMV.

Also, just as an aside, it's kkkkkkkinda weird how there are barely any women or people of colour in the entire game. Seriously. I don't think it was intentional but the only non-dude character you can talk to in the game either have only one line of dialogue and have no name or are exotic dancers that you have to escort. That's it.

In conclusion, if you are looking for a really good, slightly janky but incredibly deep western CRPG, look no further. Gothic 3 will fit that bill and then some!

Tools and Mods links:

Community Patch v1.75.14: http://forum.worldofplayers.de/forum/threads/1140053-Gothic-3-Patch-1-75-release
Update Pack: v1.04.10: http://forum.worldofplayers.de/forum/threads/1347969-Release-Gothic-3-v1-75-Update-Pack
G3 Clean Up: http://forum.worldofplayers.de/forum/threads/1225965-Ank%C3%BCndigung-Beta-Release-Gothic3-Clean-Up
Upplagd 14 augusti 2016. Senast ändrad 14 augusti 2016.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
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