Posted December 18, 2012
I am not exactly sure that there is a polite way to say what I would like to say, so, with that in mind, I'd like it to be understood that what follows isn't some kind of attack. Instead, I'd like it to be understood for what it is: a considered opinion.
I have spent roughly two hours with Inquisitor and there isn't much that is positive that I can say about it. This stems wholly from the mechanics of the game preventing me from actually stepping into the game with any real knowledge of the game despite the manuals that come with it. Two great examples are the Stamina system and the skill points system.
To the former, the manual mentions the word 'stamina' a handful of times and never explains how it functions. Unlike the intuitive Health and Magic systems, the stamina system isn't at all intuitive and there is no way to tell how much stamina anything at all costs. To the latter, the skills are very, very ineffective at first and detrimentally so. For example, as a Paladin, despite having 10 Intelligence, I cannot learn more about the Bats outside of the town because their levels are too high. This is a bad design decision, to have a skill that cannot be used on what is ostensibly the most trivial of creatures. Another example would be, again as a Paladin, Divine Strike. It is simply not at all clear that this does anything as R-Clicking once this ability is slotted and active does nothing (quite unlike Smithing or Defense).
This, of course, is just a small bit about the smallest bit about the game, however I think it is very important to note that the designed mechanics make not only playing but wanting to play this game unduly difficult. Some may liken it to Demon's Souls, where the game is remarkably unforgiving, doesn't 'hold your hand' and is a game that sometimes makes it difficult to want to play. Unfortunately, such a comparison would fall short. Demon's Souls is a game that explains itself in both the consistent, intuitive mechanics and the clarity of presentation in the manual, allowing the player to have a foundation with which they can legitimately learn about the game without their 'hands being held.' Inquisitor, on the other hand, offers a wealth of text that just doesn't help players understand the way the game works and does not allow players to learn through trial and error based on concepts that can be intuitively grasped.
Inquisitor, unfortunately, is a game that I regret purchasing from GoG and cannot recommend it to anyone. Is Inquisitor a bad game, in my eyes? Well, no, I can't say that it's a bad game. Is it a badly designed game? Yes, thoroughly, but a badly designed game does not necessarily mean that the game is bad. I'm sure that there are a plethora of things that this game does well, like it's story. However, design problems that force me to see them (the design) instead of drawing me into the game breaks any possible immersion for me -something I doubt that I am alone in.
I have spent roughly two hours with Inquisitor and there isn't much that is positive that I can say about it. This stems wholly from the mechanics of the game preventing me from actually stepping into the game with any real knowledge of the game despite the manuals that come with it. Two great examples are the Stamina system and the skill points system.
To the former, the manual mentions the word 'stamina' a handful of times and never explains how it functions. Unlike the intuitive Health and Magic systems, the stamina system isn't at all intuitive and there is no way to tell how much stamina anything at all costs. To the latter, the skills are very, very ineffective at first and detrimentally so. For example, as a Paladin, despite having 10 Intelligence, I cannot learn more about the Bats outside of the town because their levels are too high. This is a bad design decision, to have a skill that cannot be used on what is ostensibly the most trivial of creatures. Another example would be, again as a Paladin, Divine Strike. It is simply not at all clear that this does anything as R-Clicking once this ability is slotted and active does nothing (quite unlike Smithing or Defense).
This, of course, is just a small bit about the smallest bit about the game, however I think it is very important to note that the designed mechanics make not only playing but wanting to play this game unduly difficult. Some may liken it to Demon's Souls, where the game is remarkably unforgiving, doesn't 'hold your hand' and is a game that sometimes makes it difficult to want to play. Unfortunately, such a comparison would fall short. Demon's Souls is a game that explains itself in both the consistent, intuitive mechanics and the clarity of presentation in the manual, allowing the player to have a foundation with which they can legitimately learn about the game without their 'hands being held.' Inquisitor, on the other hand, offers a wealth of text that just doesn't help players understand the way the game works and does not allow players to learn through trial and error based on concepts that can be intuitively grasped.
Inquisitor, unfortunately, is a game that I regret purchasing from GoG and cannot recommend it to anyone. Is Inquisitor a bad game, in my eyes? Well, no, I can't say that it's a bad game. Is it a badly designed game? Yes, thoroughly, but a badly designed game does not necessarily mean that the game is bad. I'm sure that there are a plethora of things that this game does well, like it's story. However, design problems that force me to see them (the design) instead of drawing me into the game breaks any possible immersion for me -something I doubt that I am alone in.
Post edited December 18, 2012 by TheBitterness