Posted November 27, 2017
I returned to Inquisitor and finished it this time with all three classes. Using sheer willpower, because.
I didn't remember there being so many small issues that diminish the final reception of this very fine project.
Constant potion drinking isn't that much of a problem, per se. This was to be expected from a hack'n'slash, and could be assigned to the game being build around a specific mechanic, which is important to master if one wants to beat this piece of programming code. However, there is more issues spoiling the experience:
- Problem with translation. All those typos, doubled punctuation, and plain grammar/stylistic mistakes could be avoided. with a 15 minutes session in Notepad++ and "regular expressions". Nevertheless, it's obvious that the translation was handled by an "Americanized-feel-good" writer, because of insertion of the Internet talk everywhere. "Well", "though", "I think", "I suppose", I guess", "(..), then." are in every other sentence; in the game that threads in the fantasy medieval setting.
- A lot of spells' descriptions are botched, plus a few spells are not working as designed anyway. "Purge" fails to cleanse even with the spellcaster being very skilled in the given branch of magic (17+). "Levitation's" description states it can be used to open/fetch things at distance... it doesn't (even with skill 12+). And so on ("Insight"), and so on ("Salvation"), the player can encounter that each incantation fails to deliver. Why implementing something that doesn't perform?
- Stealing is mangled. The more you have it trained (I had 15+) the less likely you are to steal something. The main ability of the thief can't execute. Lovely.
- Temporary potions increasing skills count into the mastery (Apprentice, Disciple and so on), but temporary potions increasing attributes - don't. That's random.
- Various "immunities" (like Stun, Blindness, Confusion, Disease and so on; and what about "Magic Resistance" or "Poison Dangerousness"?; that should be "resistances", by the way) are not showed anywhere on the character's stats sheet. Very helpful.
- Minor, distracting discrepancies. "Health" in potions' names/descriptions, but "Hit Points" in spells'/HUD's ones. I observed the same behavior with a couple of quest items (with Orc Keys and grimoire about herbs)
One could dish out more, but it's enough. That's why every developer should play his own creation at least once - to define and polish his "dear child" with finishing touches.
I hope that "Inquisitor 2" is going to eradicate the legacy of its erroneous tendencies and will come out as far more superior, even more story-driven, and mechanically-indomitable sequel to its brand.
Over and out.
I didn't remember there being so many small issues that diminish the final reception of this very fine project.
Constant potion drinking isn't that much of a problem, per se. This was to be expected from a hack'n'slash, and could be assigned to the game being build around a specific mechanic, which is important to master if one wants to beat this piece of programming code. However, there is more issues spoiling the experience:
- Problem with translation. All those typos, doubled punctuation, and plain grammar/stylistic mistakes could be avoided. with a 15 minutes session in Notepad++ and "regular expressions". Nevertheless, it's obvious that the translation was handled by an "Americanized-feel-good" writer, because of insertion of the Internet talk everywhere. "Well", "though", "I think", "I suppose", I guess", "(..), then." are in every other sentence; in the game that threads in the fantasy medieval setting.
- A lot of spells' descriptions are botched, plus a few spells are not working as designed anyway. "Purge" fails to cleanse even with the spellcaster being very skilled in the given branch of magic (17+). "Levitation's" description states it can be used to open/fetch things at distance... it doesn't (even with skill 12+). And so on ("Insight"), and so on ("Salvation"), the player can encounter that each incantation fails to deliver. Why implementing something that doesn't perform?
- Stealing is mangled. The more you have it trained (I had 15+) the less likely you are to steal something. The main ability of the thief can't execute. Lovely.
- Temporary potions increasing skills count into the mastery (Apprentice, Disciple and so on), but temporary potions increasing attributes - don't. That's random.
- Various "immunities" (like Stun, Blindness, Confusion, Disease and so on; and what about "Magic Resistance" or "Poison Dangerousness"?; that should be "resistances", by the way) are not showed anywhere on the character's stats sheet. Very helpful.
- Minor, distracting discrepancies. "Health" in potions' names/descriptions, but "Hit Points" in spells'/HUD's ones. I observed the same behavior with a couple of quest items (with Orc Keys and grimoire about herbs)
One could dish out more, but it's enough. That's why every developer should play his own creation at least once - to define and polish his "dear child" with finishing touches.
I hope that "Inquisitor 2" is going to eradicate the legacy of its erroneous tendencies and will come out as far more superior, even more story-driven, and mechanically-indomitable sequel to its brand.
Over and out.