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On its own it doesn't have enough choice or reactivity to be considered great by the average RPG player.
The editor had serious limitations that weren't comparable to Neverwinter Nights. It's my opinion that if a D&D game claims that it will have a DM mode, it has to equal or exceed NWN's functionality or it will be rejected by the people who would want it.
I loved SCL (and spent a lot of time with it). It was unfortunate that it failed.
nSpace dropped the ball but had some great ideas.
Best online with friends = Divinity Original Sin II - it's even better than D&D or The Dark Eye 5th edition rule set, but perhaps a little worse than Pathfinder.
https://youtu.be/SNxDMZhiGtU
https://youtu.be/YJyXQxgNVhU?t=6m36s
https://youtu.be/9m6m0ia8COo
Why didnt they just fix it? I'm a video game designer myself AND YOU LITERALLY CAN DO ANYTHING...I agree if they would have stuck to dnd this game would have dominated for sure..theres billions of die hard nwn people looking for the next nwn..this game failed because it couldnt compare to the hype the MARKETERS gave it..The developers should have made it good from the get go..so im guessing it was a time restraint and they rushed it. You can cant claim a video game is something it wasnt..all the nwn die hards were dissapointed they wasted a ♥♥♥♥ ton of money...sorry :(
Plus, what someone had said, they didn't live up to what was kind of promised or hyped or whatever. I followed this game before releasing and it was like a top down NWN was coming or a new BG. Which was not.
It's ok as an RPG, I've enjoyed it, but it shows that they focused more on adding a multiplayer than making the singleplayer great. Which didn't work out.
As a single player game, my wishlist would have been:
1) a Keep/Stronghold (yes, I know the Adventure's Camp serves the same purpose, but it would have been nice to have a 'home' later on in the game),
2) a STORAGE CHEST (I tend to be a hoarder)
3) Crafting (but not too complicated as some games go overboard with this).
As a DM?
#) it would be too numerous to list.
The best thing SCL could have done was partner with Fantasy Grounds (FG).
FG has features that SCL does not have, and
SCL has features that FG does not have.
What I liked about Sword Coast Legends (SCL) is that it simplified the D&D Rules for a Video Game.
Playing Baldur's Gate (BG) was fun, and I remember having my Monsters Manual, Player's Handbook, and DM Guide Books beside me when playing the game.
But in the future, I do not want a D&D Video Game where I need to refer to various tomes in order to play. What I want is the ESSENSE of a D&D Game:
A] Venturing forth with a party (i.e. do not what a FPS),
B] Story Driven (with minimal to no 'railroading'),
C] Role Playing (e.g., Banter between party members, Banter with NPCs, 'living' world (NPCs shop/farm/work/play/etc.), 'cheesy' romances, etc.)
D] Quests (whether it be personal or epic),
E] Combatting epic monsters (again, using simplified rules).
I agree..I liked that as well and thats why I liked nwn..it was hugely versitile and a creater of a server could literally due anything the builders could do anything. customization was huge and the community.. was massive..I liked sword coast legends..but they left out so much as far as choices in single player mode..classes to play was very limited when there was a ton of classes and a ton of other stuff they just left out of the mix..but at the same time I'm more in the aspect of the actual rp community rather than the hack and slash....