Eschalon II.
For a game that came out several years after the first Avernum remakes, it manages to feel dated and needlessly complex. You want a map? You'd better sink some precious skill levels into cartography, damn you. Oh, I just remembered; you do something to boost a skill like cartography and that boost wears off? Enjoy your crappy map erasing the nice one.
But more importantly, the physical pace of the game was grating. Your PC moves so quick as to make a stunned slug seem like a speeding maglev train, whereas in the games I tend to play, you can be inside the third town; gathering quests and turning a few in, having already reduced the starting goblin fort to rubble.
I never felt invested in the story, nor the world of Eschalon 2, I don't even know what it was about. All I remember is reaching the end of a dungeon and then that ridiculous reveal. I couldn't even name a single NPC in the entire game, whereas I could recount the lives of many of those of Avernum because they actually give you a compelling reason to read into them.
(Motrax, Erika, the Merry Siblings, the GIFTs, and so on.)
For some reason, Eschalon's default To Hit starts around 50%. Most systems start at 70%, and apply mods accordingly. Imagine if you will, a battle so thrilling, where it is essentially down to pure chance if you first actually score a hit, and second actually do numbers worth writing down on your score card.
A lot of the systems in Eschalon seem redundant. Why waste your precious coins on torches when you can just cast a spell that makes your eyes light sensitive with no penalty? Hunger & thirst seem rather redundant when foraging skills allow you to magic food from nowhere.
Post edited November 07, 2019 by Darvond