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Factions are half-baked. The Berserkers are only ones that got some love - both quest-related achievements come from the Fort, you get some immersion, you get every Berserker NPC commenting on you making Paladin. Even if that community is silly and comical and has its share of flaws - it is the most developed one. Second-best developed faction is Morkons - it seems PB really tried to sell the newcomers to us through giving them best weapons, best armor and a unique mechanics that is actually useful. Other factions were not so lucky. Albs are sad. Outlaws and Clerics are an afterthought.
Story is half-baked. Feels like it was only written up to Act II, it's a dumpster fire from that point onwards.
Companions are half-baked. I see some effort made in companions random banter - reacting to the world, to quests, to your decisions and even to each other; yet at the same time I see dozens of copy/paste quests "Scout Ignadon 65535" which are sad and generic filler content.
Same could be said for largely everything else. The game is ambitious, it has a soul, but the execution is very shallow.
Dear PB, please understand the following:
- we don't need 10 different ranged weapon classes, if there's no difference, nuance or balance to them and we'll end up using shotguns for the whole game anyway
- we don't need 3 romance options if their models are ugly as sin and their characters are shallow and binary (like every creative choice/dislike every destructive one)
- we don't need a dozen companions if their content is soulless copy/paste
- we don't need 5 factions if they fail to provide us with unique experience, gameplay and immersion
- we don't need a base if it's only good as a static decoration and gives us no way to build, design, manage and customize it
- we don't need a huge open world if it's dead, static and boring
/e: "PB ONLY HAS LIKE 30 PEOPLE!!!!"
/e2: ah yes, the people arrived
Agree with Main Quest Line though
-Add to your list "the missing of faction specific quests(we need more locked quest behind a faction choosing) and behaviour of certan npcs to your faction choosing"
=>For "re-play-ability"
Its bad design if i nearly can do all quest with my first playthrough of all factions. It feels like im factionless even if Im in a faction.
Dont get me wrong, yes, these things can be done way better. But PB is very conservative in this way and wont change much. You know, what you will get. The good ones, as well as the bad ones.
All these things i qouted you could also say about Elex, hell, probably about most, if not even every single PB game. Doesnt make it better, right. But still, you know what you get.
Ever really since they started getting the idea that larger worlds would make everything better, it started to get progressively worse and worse.
It can't be done good with such a small team and they HAVE to focus on smaller more detailed worlds where than can truly focus on quests and atmosphere. Which also makes it way easier to balance and create a more believable world.
But no, they decided that larger worlds sells better, thus sacrificing atmosphere, details, gameplay and coherent quests/factions. Elex 1 and Elex 2 both had horrible, horrible endings and trying to be more "epic" and "grand" and failing at every single point in doing so.
I disliked a lot of thing in Elex 1, but Elex 2 still managed to be even worse and annoying in my book.
If am am correctly informed, most of the better devs that worked at the company aren't there anymore. There are a few "old" dogs, clinging on their old ass engine and "their ways" of doing things, aswell as a few key decision makers who shouldn't be able to make decisions at all since they have obviously no idea what they are doing.
Clearly you don't belong to the target group of this genre, since you ignore even the most basic forms of abstraction a game applies for gameplay reasons.
I agree and believe that to some degree their conservativeness also contributed to stay true to their principles.
True, you know what you get when you are familiar with previous PB games and I personally appreciate them for investing much more time in building quests, story and an atmospheric, vivid world rather than polishing it and getting lost in details.
Just one mentioned example of many: Is it really too much to ask for having simple features like increased headshot damage? It's certainly not a game-breaking issue but it's just much more rewarding for thorough combat. Especially when looking at dead-accurate laser weapons?
Monsters: Completely different biomes using the same models just different names and textures. Personally less would have been much more in this case.
I really couldn't agree more.
Yes, after watching some PB interviews I also had to realize that their original Gothic-team (who directly worked on it) is gone with some few exceptions.
I don't mind a new team at all as long as they handle fine and I'm certainly not telling them their business, but after observing what was completely off for me personally it leaves me with disappointment and is driving me further away as a day-one fan. Even a small team isn’t an excuse for not evolving with at least many obvious issues.
I never stated that I didn't enjoy the game at all (with 70+hours hard to believe). There were quite some well-executed and fun elements like the jetpack for example.
You should be really grateful that you are easily pleased with much less apparently.
I'm not, especially not after knowing their older games and I don't think I invented all of this out of the blue either.
This
Otherwise some of it would been decent, but you have clearly 0 interest in this type/company so ya.
(O and I dislike most the companies games personally, but just because I am mostly about characters including especially companions - many which either didnt have or were barely actual companions and story).
It seems to me some guys click through all sorts of conversation and don't pay attention to any story-telling at all. And conversation in ELEX II is more lengthy as in ELEX.
Likely, one reason for those larger groups of enemies is that players have asked for more enemy activity in feedback about ELEX, but not with NPCs taking out those groups alone - that would not make any sense at all. If a group of allies fought enemies themselves, that creates a standard gameplay problem. Could the enemies win and defeat all NPCs? How to balance such battles then? Could player help and save NPCs? Afterall, in games like these most if not all events wait for player character triggering story progression - so, allied factions don't attack the Skyands or themselves in any significant way, because it simply doesn't matter. Such actions are left to role-player's imagination.
not to mention the horrible character models.