Posted April 20, 2014
The things I love about Risen:
(I played as a fighter for the Don, btw, with a focus in sword)
Beautiful island with great graphics. It's great to wander around the island and see the sights, from the sunsets on the beaches to the lush, tropical wilderness, to the foggy, foreboding swamps, to the dusty Eastern peninsula. The game looks absolutely breathtaking. The island may be smaller than Gothic 3, but it seems that more attention to detail was put into it, with varied and well done design in the architecture. I prefer this over the world of Gothic 3.
The character interaction is really well done too. More mature than most RPGs, with decent voice acting, interesting characters, and some variety in how you can solve some of the quests. Some really good stuff here.
Quests were for the most part pretty decent. A lot of your typical fetch/kill quests, but they were still pretty well done, and some quests really stood out (I enjoyed the Steelbeard's Treasure quest, and the protection racket you can get involved with).
Character and skills progression is pretty good too. I liked the way that increasing your sword skill didn't just result in a modifier to damage, it actually gave you new techniques. Not sure how dexterity affects crossbow damage, but I guess they needed a skill to match to it somehow.
And on to the things I hated:
The combat has to be some of THE most frustrating I have ever experienced in an RPG. And it's not because of the system. I think the system itself is great, and adds a lot of interesting flavour with the blocking, counter-attacks, dodging, etc. I wish the Elder Scrolls series would add some of these concepts to their series to increase the depth a bit.
The problem is the extremely cheesy/cheap tactics the programmers thought wise to give to a few of the enemies. The constant interruptions that certain enemies are capable of drives me up the wall. It reminds me of playing against the CPU in the old Mortal Kombat arcade games. The enemy would sit there doing nothing until I released the block button and hit the attack button. It would then immediately counter with a faster attack that it would chain into a more devastating combo. The ghouls, lizardmen, and those brostok things are prime examples of this. The ghouls have 2 other very irritating abilities on top of that: the ability to hit you with a massive-damage, block-ignoring freeze attack that seems to have an unbelievable range on it, and they also have an attack that can hit you even if you try to dodge. Top this off with the ability to hit up to 5 times in a row and do considerable damage makes them far more annoying than even the ashbeasts or ogres.
One-on-one the combat isn't too bad (except for the previously mentioned ghouls), and fights with human opponents is really quite fun and fair. The only other enemy I despise is that brostok thing with it's ability to push your weapon out of the way as you attack, then counter-attack you. If you try to back up, it magically closes the gap no matter what speed is required for it to do so, sits just outside of your sword range (I swear it can do it down to the pixel), and if you swing, you'll miss and it'll zip in and hit you. If you try a power swing, it zips in and interrupts you first. I've even manged to have this thing push my attack aside after I've dodged to the side and I'm facing his flank. Really, now.
The main problem is when you get into fights with groups. If you can't kite them back to a hallway, bridge, or some other narrow avenue where you can take them one on one, there's a good chance you're screwed unless you're considerably more powerful. Even with the funneling though, they can pull out some annoying tactics. After blocking the guy in the front, you counter-attack, but the guy behind him interrupts you and then you can eat his attack and anyone else's in the pack too. This comes down to luck of the draw. Sometimes they'll do this constantly, other times they'll let you win. And when they do this, their attack never injures their cohort in front of them, like it does when you're fighting with others on your side.
The other problem is that the risk+effort to reward ratio is seriously out of whack. This seems to be another PB-trademark. Bust your butt defeating some big enemy and you're "rewarded" with 130xp and 5 gold. Whoop-de-doo. But oh look! There's a treasure chest behind him that requires lockpick 3! It MUST have something good, right? Hmm, let's see: an apple, a scroll of levitation, a bone, and 100 gold. Commence swearing. This isn't isolated either, this is the norm. Do not expect to get nice swords, armor, etc after putting in a lot of effort like you do in other RPGs. When I was finally powerful enough to beat the 3 (THREE!) ogres guarding the other piece of the Souldrinker sword, that weapon was no longer of any interest to me.
Anyhow, long rant, but TLDR is: Good game, some very frustrating enemies, poor loot system.
(I played as a fighter for the Don, btw, with a focus in sword)
Beautiful island with great graphics. It's great to wander around the island and see the sights, from the sunsets on the beaches to the lush, tropical wilderness, to the foggy, foreboding swamps, to the dusty Eastern peninsula. The game looks absolutely breathtaking. The island may be smaller than Gothic 3, but it seems that more attention to detail was put into it, with varied and well done design in the architecture. I prefer this over the world of Gothic 3.
The character interaction is really well done too. More mature than most RPGs, with decent voice acting, interesting characters, and some variety in how you can solve some of the quests. Some really good stuff here.
Quests were for the most part pretty decent. A lot of your typical fetch/kill quests, but they were still pretty well done, and some quests really stood out (I enjoyed the Steelbeard's Treasure quest, and the protection racket you can get involved with).
Character and skills progression is pretty good too. I liked the way that increasing your sword skill didn't just result in a modifier to damage, it actually gave you new techniques. Not sure how dexterity affects crossbow damage, but I guess they needed a skill to match to it somehow.
And on to the things I hated:
The combat has to be some of THE most frustrating I have ever experienced in an RPG. And it's not because of the system. I think the system itself is great, and adds a lot of interesting flavour with the blocking, counter-attacks, dodging, etc. I wish the Elder Scrolls series would add some of these concepts to their series to increase the depth a bit.
The problem is the extremely cheesy/cheap tactics the programmers thought wise to give to a few of the enemies. The constant interruptions that certain enemies are capable of drives me up the wall. It reminds me of playing against the CPU in the old Mortal Kombat arcade games. The enemy would sit there doing nothing until I released the block button and hit the attack button. It would then immediately counter with a faster attack that it would chain into a more devastating combo. The ghouls, lizardmen, and those brostok things are prime examples of this. The ghouls have 2 other very irritating abilities on top of that: the ability to hit you with a massive-damage, block-ignoring freeze attack that seems to have an unbelievable range on it, and they also have an attack that can hit you even if you try to dodge. Top this off with the ability to hit up to 5 times in a row and do considerable damage makes them far more annoying than even the ashbeasts or ogres.
One-on-one the combat isn't too bad (except for the previously mentioned ghouls), and fights with human opponents is really quite fun and fair. The only other enemy I despise is that brostok thing with it's ability to push your weapon out of the way as you attack, then counter-attack you. If you try to back up, it magically closes the gap no matter what speed is required for it to do so, sits just outside of your sword range (I swear it can do it down to the pixel), and if you swing, you'll miss and it'll zip in and hit you. If you try a power swing, it zips in and interrupts you first. I've even manged to have this thing push my attack aside after I've dodged to the side and I'm facing his flank. Really, now.
The main problem is when you get into fights with groups. If you can't kite them back to a hallway, bridge, or some other narrow avenue where you can take them one on one, there's a good chance you're screwed unless you're considerably more powerful. Even with the funneling though, they can pull out some annoying tactics. After blocking the guy in the front, you counter-attack, but the guy behind him interrupts you and then you can eat his attack and anyone else's in the pack too. This comes down to luck of the draw. Sometimes they'll do this constantly, other times they'll let you win. And when they do this, their attack never injures their cohort in front of them, like it does when you're fighting with others on your side.
The other problem is that the risk+effort to reward ratio is seriously out of whack. This seems to be another PB-trademark. Bust your butt defeating some big enemy and you're "rewarded" with 130xp and 5 gold. Whoop-de-doo. But oh look! There's a treasure chest behind him that requires lockpick 3! It MUST have something good, right? Hmm, let's see: an apple, a scroll of levitation, a bone, and 100 gold. Commence swearing. This isn't isolated either, this is the norm. Do not expect to get nice swords, armor, etc after putting in a lot of effort like you do in other RPGs. When I was finally powerful enough to beat the 3 (THREE!) ogres guarding the other piece of the Souldrinker sword, that weapon was no longer of any interest to me.
Anyhow, long rant, but TLDR is: Good game, some very frustrating enemies, poor loot system.