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Last Online: 4 hrs, 24 mins ago
*General Balls 
So long, sweet hat...
It's not half full, or half empty, it's just half a glass of bloody water.
You reap what you sow, Artyom: force answers force, war breeds war, and death only brings death. To break this vicious circle one must do more than act without thought or doubt.
People ... like to invent monsters and monstrosities. Then they seem less monstrous themselves. When they get blind-drunk, cheat, steal, beat their wives, starve an old woman, when they kill a trapped fox with an axe or riddle the last existing unicorn with arrows, they like to think that the Bane entering cottages at daybreak is more monstrous than they are. They feel better then. They find it easier to live.
I really like cookies.
I am pretty awesome too.
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It didn't end as I expected.
I'm not sure if I enjoyed the story, but the atmosphere, like its predecessor's, is amazing. Combat sees enough improvement to stay interesting, but I still find the most effective way to take out a room of perps is to do the same thing you did in the last game. Which is to say, keep punching people until you see a counter indicator, then keep punching people. Some enemies require different moves to take them down, but it feels more like specific quicktime events than a rewarding way to disable someone.
Most of the combat improvements tend to benefit the Predator side of disabling rooms (ie. when they have guns). Which is nice, but in both types of combat, when you take a situation where you already had the tools to win, and then you give Batman *more* tools, it gives a strong impression of redundancy. Perhaps I'm overthinking it. The best improvement had to be the environment and methods of traversing it.
A title worth playing. I've hit the word cap.
This is, perhaps, one of the best RPGs out there, if only because it retains the largest arsenal of role playing elements from which each and every player (novice through to DnD veteran) can draw from to create and play a character very much their own. Obsidian takes the 'role play' aspect of the game very seriously, and provides such an incredible amount of races, classes, spells, and abilities that can all interact in such a complex way as to provide you with the basis to create any character you want, with any style of play you want.
In this element NWN2 has absolutely outclassed every single other RPG I have encountered. There is no competition, it stands tall on a pedestal it made itself, alone and proud in the breeze.
It is very worth playing through the original campaign to the end. While it does start off slowly, from the second act onwards it really comes into its own. Mask of the Betrayer is incredible, an essential play for anyone seeking a unique, engrossing story.
Inherently strange, cheeky, frustrating, and beautiful, The Longest Journey feels a definite throwback to a gaming age where everything was both simpler and far more complex at the same time.
There's definite imagination at work here, no thinking done for one's own self, and while you may find yourself hopelessly lost on some puzzles (there really has to be a more conventional way to pick up a key from the train tracks) the worlds, and April Ryan herself, create a narrative that is very much worth following to it's end.