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报告翻译问题
when its one or two sure, 90% of them are awful though, and not in the so bad its good or loveable antihero sort of way
This comes from someone with way too many hours loving their other games, as well as other crpgs. Pathfinder WoTR is FAR superior so far. So is SunHaven if it doesn't improve, soon.
-Characters flirt way too much. It's ridiculous.
The quality of the motion capture and the VA is very, very high though.
Still undecided if it's a great game. But it's definitely a good (albeit flawed) one so far.
Character models are wonky and look like they're on the verge collapsing and having a stroke with how much they sway side to side. Combat is meh, but it's turn-based.
Menu wise, it's a carbon copy of Divinty 2. the main menu buttons are exactly the same. The map is exactly the same, the UI while having an extra row of action bars, is the same. The quest journal is also ripped right out of Divinty 2 from the lay out, to the text font they used. Combat animations are almost identical to DV2. The voice acting is a hit or a miss for some story characters.
I give a 6/10, but the multiplayer experience is really what ruins this game for me.
I mean, you can use WASD. WASD is what controls the camera though. CRPG's typically are point and click adventures. The clicking is what controls character movement. WASD controls your camera. This allows you to explore the map ahead of your character so you can better plan out strategies before and during battle.
WASD as character movement doesn't really fit the genre with the way camera exploration works in these games.
Exploration, quests, reactivity: Great
Combat: Overly difficult, frustrating and tiresome, just like DOS2. Fire/Acid all over the floor once again
Performance: Not very good.
This game needs some patches for performance but the game has DOS2 syndrome where every fight is a fight to the death. Even the most experienced DM running a game of 5E knows that nobody wants to sit at a table and play D&D where every single combat encounter is "Deadly" and requires the players to use every single spell slot and ability they have. Stringing together long rests is not a fun way to play.
The choices, the different ways to tackle fights to even the games world from combat to story progression are ridiculously well done.
There are things I just don't know about yet in terms of what ramfications are for my choices.
Such as if we let the old hag steal our eye - what does she do with that later on? What if we let the old hag live? What happens to the couple once they reach baldurs gate? Stuff like that, there are so many possibilities etc.
After this encounter- I promised not to save scum because: I want my next playthrough to be a fresh experience of choices and decisions I had never seen before.
The characters having their own story - flaws, makes them feel like real people. They dive DEEP with their motivations and nuances. The Witcher 3, you hardly spent any time getting to know Yen or Triss or even Ciri, but here there are cutscenes upon cutscenes, upon dialogue choices, upon flavor text voice chat with other members....
Game of the year for me. Zelda, Diablo 4 are experiences we have seen before quite recently, but an RPG of this level hasn't been done since TW3. Does it surpass TW3? Hard to say for me at least since its been so long since my first playthrough. That being said, to even be compared to the greatness of that RPG tells me that BG3 is my game of the year, maybe even game of the past 5+ years.
I think the team definitely bent some rules around stuff like that because of the aspect of video game play. The combat feels more dynamic the more abilities you can do per turn and the more skill checks you can pull off. In order to keep the combat feeling as fresh as possible they really push the fights to make you spend spells, which will lead to you needing a long rest.
I personally think it's a fair trade for them to set up the combat loop like that. I think it's the same reason they added in the Weapon Skills. It's just additional abilities you can pull off in combat to help combat flow.