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The range limitations on the spells does hurt, why set a crate on fire when I can shoot it from further away?
I found myself spamming left click, right click and kick with the staff for some okayish DPS versus zombies. Stamina mainly limited my movement, not the melee fighting.
IIRC in early access the sword was decent versus the fleshy enemies like the zombies and the lycanthrope and the staff was better against the skeletons.
The flail arrives too late to be useful. It's hard hitting versus fodder but at that point I wasn't struggling with ammo and had upgraded the fire and shock spells. Melee came out when I wanted to save on ammo or mana.
The best melee weapon of all was the staff with the knockback stone, it costs ~10 mana to knockback enemies, but line them up so they fly into a wall and they die instantly, handy against the clerics and swamp ghouls that otherwise could take a beating.
Some tweaks could be done, like cleaning the lens of the wrist cuff, it never was great for sniping with the low projectile speed anyway. Another change would be to show the mana counters rather than the bars with the weapons that consume mana like the upgraded wrist cuff. I really liked that as long as I had mana I could still fire the upgraded wrist cuff when out of arrows. The magic weapons were OK but could have been more impactful, especially since about all of them required solving optional puzzles or finding secrets to acquire, the only one I ended up using sometimes was the candlestick from the mansion.
I played on flagellant and managed to fully upgrade everything except for the last upgrades on a few of the magic weapons in the end. I was really strapped for cash for ammo et.c. during parts of act 3, due to gold going into bottomless pits from either dying on the edge of the pit or falling in. I noticed I was still losing a tiny bit of money every time I died despite recovering
the packages, but without the patch that introduced dropping gold on death it would have been worse.
One thing I think the game does well outside of the good art department is the level design and physics that allowed secret hunting. If I could stack barrels or boxes the game usually let me access areas normally outside of reach and wouldn't punish me with invisible walls, instead actually reward me with loot.
I did like that I could cheese the ceiling crusher section in act 3 with metal barrels, there were enough barrels that I could stack them 2 high in the intersections at 3-4 places, blocking four crushers from hitting the floor and allowing me to crouch safely through the area collecting most if not all of the gold.
I did notice that the acts were getting shorter and had less side content (be it quests or things to explore) than act 1.
But boy oh boy did he pin this down and put a branding on its ass, I had a suspicion that perhaps they turned Grayven into the might and magic kicking simulator and that was where the anger was. I couldn't have been more wrong, a shooting and brawling game that has neither, feels like the game industry is collapsing to sh*tty publishers.
I'd bet my hat the reason Bobby kotick got out of the industry was he knew the situation he created and wanted to scram while he could. Collapse coming boys, big or small everyone is going to feel the burn here soon.
Stop making assumptions.
We (3DR and Fulqrum) supplied Civvie with keys to both Wrath and Graven.
-Wrath bored me to death, I was frustrated with how long we waited to get the game to end with such a result.
No map with labyrinth-like levels which are too big and there are too many enemies with the sudden magic spawn effect ALL THE TIME !!! When I saw enemies spawning, instead of jumping and getting hooked by the action I was like "pffffff not again, leave me alone !"
All this on a boring almost silent music with meaty enemies and how "meh" the weapons and items are. (well, the turret one is fun... Never used them until the last episode and blasted all of them on the last boss which was pretty fun)
The real problem of the game also comes from the fact that those long levels never offer any rewards (secrets never offer anything interesting), no character development with special skills, improvement of your stats and whatnot... You just want to get out of the level instead of turning around trying to find where to go next.
BUUUT the game is pretty, plays well... And it could have been more !
They did cut multiplayer to improve the single player experience? Yeaaaah...
-Never tried Ion Fury and the others so I can't say.
-But Graven, I really wanted to love that game, the first episode in EA was a blast, it felt great, so many amazing things about it. I played the EA 3 times and was so hyped each time, solo and co-op. (each time taking about 10 hours to finish the EA)
Only to realize that on 1.0, graphics are still amazing, music still pretty nice (well, they're in the vibe of Hexen), no more map (why???), levels seems rushed (what happened? The first one was so amazing, it was huge, full of secrets...) and weapons seemed worse somehow?
The inventory could have gotten more love with more magic items to find, more spells and potions, more cool weapons, ...
Still love Graven but it's really not how I pictured 1.0 and somehow, I feel like it's not what the devs pictured either.
Kinda mind blowing how I succeed to complain about how big the levels are on Wrath because it's ALWAYS the same and how small they seems to be in Graven because there's character development and so many interesting stuff that could have been made.
Either way, I felt ripped off by those two games.
do you have any word on this or kingpin getting fixed?
Neither one of these games will ever be fixed.....