Deus Ex: Invisible War (with the DX2 Visible Upgrade Full 2.0)
Seems kinda ok-ish for now, and the mod improves the graphics somewhat (including widescreen resolution support). It does feel simpler and more cramped than the first Deus Ex, but I try not to care about that too much. Sometimes less is more, but I can understand why people were originally annoyed that they pretty much dropped the roleplaying (stats) part from the first game...
It seems easy to miss quests and stuff. It seems there is lots to do and search in e.g. Upper Seattle City Center, but I proceeded right to Inclinator Facility and from there to Lower Seattle City Center, but decided to check back to Upper to see if I missed something. Lots apparently. Not sure if the game would have really let me proceed and miss all that stuff. That is kinda what I dislike about "branching" games, you are unaware which branches you should check first in order NOT to proceed with the main game.
Heroes of Might and Magic
Yes, the first one. Yesterday I decided to try to learn the game better, so I valiantly just started the campaign with the first knight on the list. I am still learning the ropes how exactly to play the game, like what should I be doing and concentrating on. Like:
- When I leave a city with a hero and his army, I can hire a new hero right after that. So should I hire a maximum number of new heros as soon as possible, or concentrate on few (or even one) hero in order to make it as powerful as possible?
- Can I somehow combine different hero armies for an attack? If I lose a fight with a hero (who then leaves my kingdom for good) and attack the same enemy with another hero, it seems like the enemy has replenished his army completely and I fight his troops all over again? Is that so?
- What is the purpose of the "retreat" option in combat? That seems to make your hero to leave your kingdom, so to me it doesn't seem to give any benefit compared to just losing with that hero.
- For now the combat doesn't feel that tactical to me, but rather simplistic. You just move around your troops on the combat field and attack, and when you gain spells, your hero can cast some of them in order to help your troops. Some units (like archers) seem better than melee units as they can hit anyone on the field without having to move at all, etc. etc. Dunno, maybe it becomes more tactical later on with more different units or I am just missing something...
- In combat, isn't it much better to have several "weak" units, rather than one or two strong ones? What I mean by this is that you shouldn't e.g. combine your archer units, but have several archer units, as then they all get a round during combat? What is the benefit of combining units (as long as you are not running out of slots for units)?
I presume it all becomes clearer with trial and error. I started reading the manual but I got bored (especially as it wasn't easy to see the game and the manual at the same time, as they are on the same screen, as the tutorial in the manual kept telling me to look at this and that on the screen; I can't while the manual is filling my screen) and decided to try to learn by playing.