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I havent played this one much yet but its totally Din's Curse but newer and deeper.
The pacing of it all is tricky though, and the larning curve is steep. One minute, you fine, the next the local bullies are out killin' your allies and then come stomping at your door. Din's Curse let's the makes the narrative easier to follow by letting you focus on just one Town.
Maybe the graphics are to blame as well, we should be seeing an improvement since Dins curse. I somehow still feel like Din's curse visuals were also superior to zombasite which is kinda awkward.
I feel like Soldak games have amazing randomness, but sticks to really old mechanics, like limiting the player too much (as in teleporting home), or making too much chores (returning to sell or breaking junk items, repair items when they break, buy potions or whatever) that basically breaks the pacing you want to keep.
I'm aware they made the teleport stone a "in case of emergency break the glass", so that when you get attacked you have do decide if you must return to a previous gate, look for a new gate nearby, or return, otherwise town invasions would be too trivial.
Still, I'd rather allow the player to return anytime he wants, but he maybe should be "rewarded" for not using the teleport (so like, for every 1 minute in combat without using the portal, you get a stackable buff of magic find, for example).
Anyway, really dig Soldak games ever since Din's Curse, but it kills me how old they feel to play, and I certainly dream one day they'll feel like a modern game, with better accessibility and easier-to-get-in systems, joystick support, and mainly rewarding the player for playing the way it's intended, instead of punishing for not playing as intended.
The pacing is really unstable here, looks like each scenario has its own settings and pretty much ignore what you set in the world generation. Not to mention level oddities, like dungeon level 1 having enemies level 8 so you hit a spike and die too much, where the next floor has enemies level 3 and it's a breeze, boring and unrewarding.
Again, I think it's time the enemies are always your level, at least as a setting, would fix all these spikes. If you want to have a tough part, no need to make enemies higher level, just make more champions and bosses there!
* Hoping Shadow considers my suggestions to make Soldak games great again *
* Hoping even harder for Drox Operative 2 where you land on planets and becomes a Din's Curse dungeon along with space combat, I'd probably play that until I died *
My only issue with the games are graphics and sound effects. Sometimes sound effects get really annoying, like traps, monster yells, spell attacks..
Gameplay is solid. Dont have to explore the open world land which is boring compare to din curse dungeon.
What i find with open world games is, they just drag the pace thats all, by making the map huge and allow u to walk more, doesnt mean the game is good.
Din curse is solid, u teleport to the place u need to be, skip the walking and enter the floor.
Every floor look different.
Actually i was just hoping for dlcs for din cursed and a revamp in graphics.
dlc could be to teleport to a land instead of dungeon.
The open world part i wasnt interested at all. messy to me.
PVP mode for end game.
Magic projectiles or arrows, dont like them homing.
Din curse get the job done instead of dragging the game to walk around.
The quest is just x to y. But with open world, is just a waste of time.
hope this game doesn't disappoint.
I believe the dev should make one scenario exactly like Din's Curse: one town, one dungeon, lots of quests. Call it like "Town Savior" or whatever. Balance it exactly like Din's Curse was balanced, since it worked much better than this is working.
One it's fine tuned, start developing other scenarios, one by one, making them fun, challenging and balanced, and of course, put a Scenario selection on the world creation, since if someone JUST wants to keep playing a "Din's Curse 2", they should be able to.
I hope so, but it's hard to know what direction Soldak is wanting to take it. I didn't end up playing very much Zombasite (despite getting the expansion, too) because it was just way too overwhelming and difficult -- I really hope Din's Legacy ends up being more laid-back, because right this moment it's a little similar, despite not having some of the really stressful stuff like clan management.
I hate to say it, but I've been kind of losing motivation to play DL lately because it's just so dang hard and stressful, haha. An issue I had with Zombasite (and now DL) is that I don't feel like I have very much agency -- the game can and will roll parameters that end up being impossible for my character, and there's not really anything I can do about it.
That happened a bit in DC, but here there's so many factors -- like the sheer number of quests in some scenarios, the frequency of monster promotion, how the availability of potions is heavily dependent on luck -- that contribute to the overall direction: the game just tends to create unwinnable situations and there's nothing you can really do about it. They aren't really bugs either, it's just like... the core game design.
I wish it was more of a priority to address how overwhelming and stressful it can be -- it seems to be a really common complaint. The most helpful review for Zombasite (currently, anyway) says this:
Din's Legacy still... has this going on. And I get it if that's just how it's supposed to be, but it's unfortunate in that case because it's... just not fun to me. I really hope it gets addressed at some point, but I think it'd take some big changes.