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I will have to look into Therium-2, haven't played any workshop yet.
*SPOILER*
Like after the magma arena fight in Overgrowth campaign, the one where you need to jump the pillars in the lava area -
You should have the oportunity to run away after you get the plant, or just run away before that (I have found a way but it had invisble walls to cut me off.
Or you could just kill the dogs?? they are only 2? ;)
Or you could just do what they tell you to do like you have to now...
I wish for a story were dependented on what path you take, people live or die, alliances are forged and broken, families destroyed and the very essence of your soul is depicted in a battle for the good or evil ;)
You should be able to go through the entire campaign only with ko´s and therefor not have killed anyone ;)
Then every story would be somewhat different levels, at least you would take different sides etc etc and give the game alot of replayabillity ;)
What they really need to do is slow the pacing down. A lot. Add more dialogue, more characters, even if they're just on the side for the area you're in. Again, it seems like Overgrowth has a detailed and complicated world, it's just never explored in the game. Add some optional books and notes, maybe some side-tasks that can be explored. Small details like this really made Therium-2 fun to explore and made for a much more engaging experience than what I had with the Overgrowth campaign.
It'd also help a lot to make the levels bigger in general, give them more detail. Some take maybe 2 minutes to burst through, where you run into one small area that doesn't look very realisticly setup or seem very interesting, kill some people, then have another loading screen. Meanwhile this is all taking place on a gigantic map with a lot of space to explore... A lot of these levels could simply be stitched together on the same map, with cutscenes inbetween each section. The amount of load screens you go through is a bit much.
They should probably have an optional tutorial in the starting area where Turner goes up against an eager, though untrained rabbit in sparring matches, teaching that rabbit some of his skills while also teaching the player how to play. This would be a great way to introduce the more complicated aspects of combat and/or movement without interrupting actual gameplay. Having a safe way to practice skills that are vital in the later parts of the game would help tremendously.
What would be great is if Turner spent the first day in the village uninterrupted. Let the player explore, talk to people, and choose when to stop exploring by going to sleep. The next morning, Turner would see the bandit he normally encounters right off the bat and the story then continues from there. There's really no sections like this throughout the whole story, and it could add a lot.
Right now the story is just:
- Start game.
- Talk a little.
- Fight a dude.
- Talk a bit.
- Fight some more dudes.
- Talk to self.
- Fight a LOT of dudes.
- Meet a friendly face.
Friendly: "Boy there sure are a lot of guys down there, what should we do?"
Protagonist: "DESTROY. DESTROY."
- Fight an entire war.
- Think about talking.
- Platforming section.
and the lore is not rally explained which is a shame, since I think it is pretty big and you only get random and unrelated inputs doing the loading screens.. I would like books, scrolls, secret npc´s, old writing on cave walls etc etc ;)
There is a comic, and a wiki page that exists for the game world that explores it a bit, but you are not wrong. I think a lot of the pieces are there, it's just not so easy to string them all together. If you play through Lugaru, then OG, you can get a good sense of the world through implication and things that are alluded to, but not really expanded upon.. I don't think this really makes actual gameplay problematic, but it doesn't do much on its own to expand the game. It does, however, leave a lot of room for mod development and future expansions.
I do agree that a lot of the characters don't really have meaningful depth; I'm hoping mod campaigns can maybe fill in some of the blanks and add depth there. There's definitely room for it to grow.
This I think is one of the most glaring issues with the current game - the in-game tutorial, and even the stand-alone tutorial that used to come pre-loaded just didn't prepare you for a whole slew of situations - the lack of ability to practice I think is what makes it kind of frustrating. Like you said - you come to a guy with a sword, but you don't really have a good sense of sword fighting... so you die before you can even practice anything. This too, I'm hoping can be corrected by mods. I have some ideas on this one, just need more time in the day :(
This latter point, I think is where I think the game needs to be advertised a little differently than it is; I sometimes say to people that what you're really buying is the Phoenix engine, not just a collection of levels. There's a community around the game that's developing mods and ideas, and it's Wolfire's Phoenix engine that allows them to do it - ultimately all of the game's shortfalls can be made up through community and modding, and Wolfire seems to have a pretty solid dedication to making this all possible. I'm hoping that making mods gets easier and easier, with more documentation, videos, etc etc. More dev-made content would also be good - I think it's reasonable to expect more on that end. Even if the game came out as is right now with no hope for future updates, though, there'd definitely still be hope for more good things to come.
There are actually 4 more at the back of the cave, by the entrance, and they are all very armed :P I had that thought, too, and mentioned it to the devs... they agreed and did that to make it more believable :P
I have some issues with the notion of "Let's hope the modding community can help."
If you want a thriving community that's able to produce content and improvements like the ones we're hoping for, you have to be able to sell the game to people first. There needs to be something about the game that will captivate an audience and keep them playing.
Assuming I just bought the game off Steam, downloaded it, then went to play through the main campaign - I would have refunded it by the time I was done. I like the engine and the way the game plays, but there's just not a lot of game to actually play. I'm not going to buy the game just because I like the engine. I mean, the Crysis engine is nice, but I wouldn't buy Crysis if it didn't have a campaign to play through.
So without ample content in the base game to get people interested, people aren't going to stick around. Some of the workshop content is nice but you can't just assume people will look there if they weren't already interested. Especially, it's dangerous to assume that enough people will be interested enough to learn how to make content and keep the game breathing.
I'm assuming this game already has a fairly sparse community (probably with plenty of people that had backed this game in the past, but long since forgotten about it) and so things seem worrying to me. The Overgrowth story is the official, main campaign of the game. To most people that means that it is "the game" they are paying for. If they don't like it, they'll refund and leave. That means the game won't get a very big community, and therefore not a lot of modders and creators, so the game will probably be forgotten again as soon as it's released.
If the devs strive to improve and expand upon the main campaign, maybe add some new campaigns to the mix, then this might not be such a big problem. I'm really hoping this is just the first iteration of the Overgrowth campaign and that they will be making major improvements and additions to it before release. People aren't going to be nice or give the benefit of a doubt if they buy this game and find it lacking in both content and quality. Bad reviews are going to lead to bad sales.
SPOILER WARNING
1) Its right at the start where you're stealing that ship. You have the option to fight everyone in the city, or keep the casualties to a minimum and sneak your way thru. It'd be nice for your option to be at least aknowledged in some dialog or something...like "Where did you come from?" (sneak) vs "So, you're the one wreaking havoc in my city" (chaos)
2) After you fight Jade, it would be cool to have 2 endings...one where you spare Amethyst, another where you don't. Also, another thing in the same level is Saphire...to my surprise you can actually kill her after the fight. Same idea, would be interesting to have some consequences for sparing Saphire vs killing her...
Ps: I had other suggestions, is this the thread to post them?
But everything else? I agree. I didn't like the writing or plot of Therium, but the lore notes and the branching story and the levels themselves were all fantastic ideas.
Personally, I am extremely interested in the world that the developers have built. The geography is beautiful, the different cultures are only vaguely talked about, but very intriguing, and the hints of history we get are great too. But it's a shame they decided to tell such a simplistic, rather boring story with it. At least in Lugaru I had the sense of righteous revenge for the murder of my family, but Overgrowth, I feel exactly how the main character is portrayed; Bored, idly roaming from fight to fight just because I want to punch more things. The ending was abrupt and an obvious cliffhanger, and even with that, I can't even muster the emotion to be annoyed that I won't see the end of his story yet, because I just don't care.
I love this fighting engine, but where is the game to go with it? I want to see more. I want to see the other races fleshed out so that they have unique mechanics as well. Rabbits can jump vastly higher than other races, wolves are huge and their unarmed attacks are as lethal as broadswords, but play as a dog or a cat or a rat and all you are is a worse version of a rabbit with no interesting mechanics to make up for it. I want to see other parts of the world, from other perspectives.
Imagine if this game had a real campaign. If I were in charge of the direction of the next game, I would put Turner in as an important part of the rabbits' Guerrilla war against the felines and their allies. There would be a hub, a home base where you could speak with your allies and crew between each mission. Then, you go to a map table and take on a mission from a list, anything from assassinating a target, to stealing supplies, to slaughtering an outpost, to rescuing other resistance members. Something like the campaign for Jedi Knight:Jedi Academy, once enough missions are completed, you trigger a story mission to advance the plot, and then get a whole new list of missions afterwards.
I mean, that's just off the top of my head, but my point is that there are a lot of ways to help flesh out the campaign and make it feel like the player has more agency than just walking along a trail, pausing for a quick slaughter or platforming section every now and then.
Sure thing, go ahead. It'd be good to hear what people think about the campaign and what they think would improve it.
You're probably a better judge of the combat than me since I really haven't played this game very much. I remember the very basics and was taught the very basics. I did try to learn the more in-depth mechanics when I first played through the game and when I needed to during this campaign, but it ended up being too frustrating and results were inconclusive.
Sometimes failure resulted in instant death, and times that it didn't meant I didn't really have any time to recover and try again. Even when I did do something right, it wasn't really clear what I did. Sometimes I can block attacks, sometimes I can't, or sometimes the weapon will get knocked out of my grasp.
I'm sure that it's possible to handle multiple enemies once you know what to do, but as a newer player the game doesn't let you breathe enough to get a good handle on how to do so. It also doesn't teach you how to do that, among other things. Another game I played called Absolver never taught me how to fight multiple enemies either, but it taught me enough about the mechanics that I was able to experiment and learn on my own.
In fact, I did try doing what you did a few times during the campaign, but I never felt like I had the opportunity to attack. I would trip one enemy then try to attack the other, only for the second enemy to hit me since they were already attacking. If I tried to throw them as well, the first enemy would already be recovered and wailing on me. I'll have to keep experimenting on my own, but hopefully it's an area of the game the devs will be able to improve, even if all that means is adding a detailed tutorial.
Having gameplay from a hub-world would be very interesting. I'm wondering how that would be possible though, since I think the engine might not be capable of that just yet. It seems like everything is split into specific levels that need to be loaded, and whenever they are, they are loaded from scratch. If this is true then that means there would need to be a lot of different "Hub" levels.
Say if I made a hub world with 3 missions, and I wanted the player to do each of them in an unspecified order. If I wanted the player to return to the hub each time with their progress being tracked and consistent, I would need 8 different levels for the hub alone. Here's what I mean:
Hub 1: No missions completed
Hub 2: Mission A completed
Hub 3: Mission B completed
Hub 4: Mission C completed
Hub 5: Mission A & B completed
Hub 6: Mission A & C completed
Hub 7: Mission B & C completed
Hub 8: All missions complete
Especially depending on the depth of the campaign, this might be a hassle for the creator to manage, and if you want to use a detailed/large hub world, the file size of your campaign would be really large. That's just to change a few states and dialogue boxes on some characters, so that they recognize what you did for them. It'd still be possible to make a world like this but it wouldn't be very well optimized. Maybe that's something the devs look into and add support for it.
The game has been in EA development for a long time, but I feel like this isn't a great state to launch in. Might be better than waiting even longer, but still. Probably going to be a rough launch. I guess we'll have to see and hope it goes over well.
But at least Overgrowth went old school with the split screen coop, me and my friend enjoys that alot ;) maybe even more than we would had we just played online ;) but still, both would be best, since not many people like complicated sp games anymore :)
As far as the chain of fights thing, it's basically a fighting game, so the story is probably always going to feel like that. Maybe if they allowed the player to roam more freely, and make more choices about where to go, or what enemies to fight, it would help with that, even if the story remains completely linear. Basically, I want it to feel more like an open world game. It already benefits from expansive environments, since movement is so much fun.
Right now, the campaign seems to automatically take you between story beats, just ending the level and moving you on to the next important bit. A better approach might be to just let us make our own way to the next objective. Of course, this would mean having to make a LOT more environments to pad out the world, but it'd probably be worth it, in the end. They could lay out the levels in relation to each other, and let us transition between them ourselves, then kick into the next cinematic when we enter the right area.