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Is it a good game to buy?
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BL 1 Main story was linear.
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metvincent
Цитата допису virel:
Цитата допису CapJackRackham:
Source?
Having created a new signboard to be associated in the press and among players with only one loud name, the studio has been providing outsourcing services all this time without advertising it. Only after the scandal and removal from development, having lost the main source of funding, the company updated its website to attract new clients with its experience, which, as it turned out, is quite extensive.

What was the Hardsuit Labs studio doing at the same time as producing an ambitious RPG? Below is some of the projects that the studio helped implement, as well as their release dates and a list of tasks completed by the company's employees.

Bioshock: Infinite (The Collection) - September 13, 2016. Engineering support, optimization, port to consoles.
Gears of War 4 - October 11, 2016. Engineering support.
Gigantic - July 20, 2017. Engineering support, optimization.
Killing Floor: Incursion - August 16, 2017. Engineering support, optimization, VR control system.
A Hat in Time — October 5, 2017. Console port.
State of Decay 2 — May 18, 2018. Game design and optimization.
Fortnite Creative — December 13, 2018. A separate mode for Fortnite. Hardsuit Labs worked on its design and implementation into the game.
The Bard’s Tale IV — August 27, 2019. Engineering support, console port, technical support.
Battle Breakers — November 13, 2019. Support during alpha and beta testing, support at the game’s launch.
Crash Bandicoot 4 — September 16, 2020. The studio helped with design, made a port to one of the consoles and a version for PC and Battle.net.
Chivalry II — April 23, 2021. Design assistance.
Thus, it is safe to say that during the development of Vampire: The Masquerade — Bloodlines 2, the studio seriously dispersed its efforts, working on several third-party projects at the same time. The developers especially became skilled in creating ports and engineering solutions.Bloodlines 2 was delayed three times, and all this time Hardsuit Labs was hiring new employees, including those who definitely had nothing to do with outsourcing ports of other people's games - graphics programmers, animators, concept artists. This aspect should be emphasized: six months before the expected release date, the studio was looking for employees to implement content that should have already been ready at this stage. This means that the studio understood perfectly well that they would not have time.

From the outside, it may seem that the studio's management "mastered" the budget provided by Paradox Interactive in order to hire more employees who did work unrelated to Bloodlines 2. Gearbox acted in a similar way during the development of Aliens: Colonial Marines - the head of the company Randy Pitchford secretly hired a relatively inexpensive outsourced studio to create the game from SEGA, and invested the money received from the publisher in Borderlands, the rights to which, unlike the Alien franchise, he owned himself.

Staff turnover... and their shortage?
However, accusations of implementing such a scheme sound unfounded and unsubstantiated, and therefore we will turn to those who were directly involved in the development of Hardsuit Labs projects - its employees. The company has only 24 reviews on the anonymous GlassDoor service, but this was enough to form an opinion about what was happening inside the studio.

Almost all negative reviews point to the lack of transparency of processes and endless lies from the management. The studio has many projects, and employees are constantly being transferred from one to another. The bosses of Hardsuit Labs convince employees of stability and promise that there will be no layoffs, and then one day they fire developers who have barely finished another outsourced project.

A very unpleasant situation is developing. On the one hand, a large number of specialists work in the studio, but they are hired for specific purposes, and then, after promises of stability and further cooperation, they are fired as soon as they finish their part of the work.

By spending the budget provided by Paradox on hiring technical specialists who would outsource the code and port, the studio experienced a constant shortage of personnel working on Bloodlines 2, but in other areas - for example, it hired facial animation specialists after the trailers were shown and the first gameplay of the game was presented, which indicates a clear lack of readiness for an imminent release - hence the postponements of the release date.

Former employees say that salaries at the studio are on average lower than not only the market, but also other companies in Seattle, which should be compensated for by involvement in a high-profile project. However, employees are mainly offered to work on other people's games. Some note certain advantages in this (several notable projects can be added to the portfolio in a year or two), others talk about chaos and confusion that interfere with stability.

Instead of focusing on its core project, Hardsuit Labs was jumping on everything, likely purely for the money, since outsourcing has nothing to do with creative ambition or the implementation of ideas. One former employee notes that some key people were constantly being moved from one project to another, which seriously hampered progress.
On January 11, 2018, a press release on the official Paradox Interactive website revealed that the publisher had acquired a 33% stake in Hardsuit Labs. The page has now been removed, which is not surprising given the breakdown in relations between the two companies.

We have already found out that the studio simply did not use all of its available resources to work on its own game, preferring to receive financial returns in the short term, which was the main problem for Vampire: The Masquerade — Bloodlines 2. But it is important to note the secrecy with which some of these operations were carried out.

The fact that Hardsuit Labs was actively involved in outsourcing was not particularly advertised — before losing the contract with Paradox, the official website did not mention the studio's participation in the production of a number of third-party projects, which appeared there only after the breakdown in relations. This information can be easily verified by accessing the web archive. It seems that the studio did not want anyone (for example, its partner Paradox) to know about the scale of outsourcing.

For example, in September 2020, Crash Bandicoot 4 was released, for which Hardsuit Labs did a lot of work, preparing at least two ports (on PC and one of the consoles). But before the break in relations with Paradox, there was no mention of the project on the official website, although this is perhaps the studio's most extensive work.

Another example is The Bard's Tale IV from inXile Entertainment, released in August 2019, for which the developers also made console ports. The game was not on the studio's list of works until spring 2021, but Battle Breakers, released in November 2019, was immediately included in the list of projects.

Thus, we can conclude that Hardsuit Labs promptly updated the lists of projects it had outsourced, but deliberately kept silent about some of them. Most often, about the largest ones, on which the most resources were spent. Their full list surfaced on the official website only after the break with Paradox and the loss of funding, when the importance of the portfolio became critical for running a business.

Apparently, the studio deliberately hid the fact of active outsourcing - probably primarily from Paradox, which might not have liked such a dispersion of the partner's resources.

One of the employees in his review on GlassDoor notes that the management understood from the very beginning that the studio could not handle a game of the level of Bloodlines 2. According to him, this is why the bosses took on as much work as possible on outsourcing, which helped them stay afloat when the project collapsed and the game was transferred to other developers.

***

Based on readily available information, reviews from former employees, and information from the official website, one can paint a disappointing picture of what Hardsuit Labs has actually been doing all these years. Having secured the support of Paradox Interactive and received a steady influx of funds, the studio did not focus on the development of Vampire: The Masquerade — Bloodlines 2, but began frantically raking in all possible outsourced projects. To do this, it had to hire mainly technical specialists working on porting - after completing their tasks, they could not be useful in the development of a vampire RPG, and therefore they were promptly disposed of. The budget deficit, the misuse of which allowed several teams to work on outsourced projects at once, led to the protracted production of Bloodlines 2, three postponements of the release date, and the subsequent breakdown in relations with the publisher financing the game. The latter probably decided to closely monitor the activities of its partners after repeated deadline failures.

TLDR for everyone else: their ass. Their source is "their ass."

On a sidenote, anyone else noticed it took 7 whole minutes between this reply and the previous one to type out that many paragraphs? Chat-GPT astroturfer is on a roll today eh?
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How complex is this game?
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Vertigo
Цитата допису Soul:
I mean I personally prefer 3.5 dnd ruleset cause thats what I started with in tabletop.... and I like longer campaigns because of the whole ruleset on how it does spellcasters as such late bloomers... its a handicap I enjoy....

but I dont give BG3 hate nor people who like or love the game hate.... it has its own categories its better at than this game in some degrees.... just not the ones that I personally prefer.... like if it was 3.5 edition ruleset or perhaps a 20th level campaign i'd probably love it.... I mean I preordered it just cause I thought it was gonna be like a 14-15 level campaign... then a week after they announced the actual level cap and I was disappointed...

but in my opinion... Larian is a good developer.... Owlcat is a good developer.... though comparing the 2's games I dont think should be even in the same "weight" class.... so different from each other that players from either games get their expectations jumbled up going from one to the other.... im meaning as in 3.5th edition vs 5th edition and mid level campaign vs high level campaign...

I agree. I liked how 3.5 had a lot of complexity. On the same token I simultaneously hated needing a rules compendium with multiple bookmarks due to all the things you need to keep track of. I had a very love/hate relationship with the game at times.

ON one hand, I appreciate that both BG3 and Solasta operated on a system that did not require me to sit down and plan out my character, their prestige class, the best level to get the most out of a feat, and what spellbook they needed. Then again, some days I do want to build something that breaks the game.

I also think the scope of both games were different. As others have said, Wrath was definitely built around the power fantasy where you will be fighting extremely tough enemies. By contrast, I feel like BG3 was more aimed at making one path with numerous ways to get there (like the old Dragon Age: Origins). It all comes down to player preference, and I like both (though I have a LOT more time put into Wrath).
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rubber clipping in map
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Einsty
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Vehicle Updates.
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Inanimate
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Is it possible to change follower traits through the code?
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Foxador
0
Sound Issue
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