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Tyranny by Obsidian Entertainment - Page 3

Forum Index > General Games
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andrewlt
Profile Joined August 2009
United States7702 Posts
Last Edited: 2016-10-18 17:12:57
October 18 2016 17:09 GMT
#41
Obsidian let their kickstarter backers write overly pretentious drivel and included them in the game. You can read them by talking to NPCs who have gold plated names. People who didn't follow the game's development didn't know about this and accidentally read multiple below 50 Shades of Gray level fanfics. I read a few before looking it up online and realizing how pointless it was.

It comes from the same human emotions that lead English and Literature majors to act superior by pretending to enjoy a James Joyce novel.
No Swear
Profile Joined October 2016
51 Posts
October 18 2016 17:17 GMT
#42
On October 19 2016 02:00 Askelad wrote:
I found it bland and uninspired.


Yup, went from "It's going to get better" to "let's just get to the end already".

We'll see though.


Souldivnr
Profile Joined September 2015
Cuba127 Posts
October 18 2016 17:41 GMT
#43
Any news regarding release date?
"Puppey is always the BOSS"- XBOCT 2016
Spyridon
Profile Joined April 2010
United States997 Posts
October 18 2016 17:45 GMT
#44
On October 17 2016 17:49 -Archangel- wrote:
People like to shit on unity but Xcom 1 and Xcom 2 were made on Unreal 3 and both were buggy mess with Xcom 2 having serious performance problems that were never fixed.


Xcom 2 performs great now, even on low spec systems (including my lower end laptop) and has for a long time. You should really verify your claims if you haven't played since release... Especially if your going to say things like they were "never fixed".
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2016-10-18 21:01:01
October 18 2016 20:58 GMT
#45
the thing about the backer NPCs is that they use a central story mechanic and its not apparent that the golden names dont mean that it has to do with your story, so you start reading that drivel until you figure it out.



the game was ok though, the combat was good considering they reinvented it from scratch and the world was interesting to me. The enviroments are very pretty if they want them to be. It just dragged on a bit with all the quests.
The xpacks were big improvements in everything in my opinion and so should this game.

Its using a better skill system allready from what i saw.
I didnt watch much combat because spoilers and also day9 is bad at it and triggers me



what i wish they would do is seperate the last difficulty and the "hordes of enemies", difficulty increasing enemy stats and HORDE option being 2 seperate things.
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
October 18 2016 22:46 GMT
#46
Ok thanks No Swear LaNague Logo and andrewit. I can see how reading a bunch of pretentious dribble thinking that it is part of the developers questlines can be unbelievably irritating.
Yurie
Profile Blog Joined August 2010
12079 Posts
November 10 2016 15:25 GMT
#47
Release stream on right now. Game unlocking in 1h in my region according to Steam.
https://www.twitch.tv/paradoxinteractive
Faruko
Profile Joined April 2013
Chile34173 Posts
November 10 2016 15:51 GMT
#48
RPS said the game is great, but it lacks "something" in the story department

"Muddled? I am. There’s so much going on here, but I never really feel like I’ve got a proper grip on it. It feels like a puddle the size of the Atlantic – this vast concept, but too gossamer to sink in deep. Huge stories, but minor roles in them. Exquisite detail, but all going by too fast. And yet, pretty good with it. Just not as good as what’s come before."
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
Yurie
Profile Blog Joined August 2010
12079 Posts
Last Edited: 2016-11-10 16:14:59
November 10 2016 15:56 GMT
#49
On November 11 2016 00:51 Faruko wrote:
RPS said the game is great, but it lacks "something" in the story department

"Muddled? I am. There’s so much going on here, but I never really feel like I’ve got a proper grip on it. It feels like a puddle the size of the Atlantic – this vast concept, but too gossamer to sink in deep. Huge stories, but minor roles in them. Exquisite detail, but all going by too fast. And yet, pretty good with it. Just not as good as what’s come before."


Depending on what the reviewer meant by his words it sounds like they have a good setup for their ideal of a re-playable game. Going a different path and learning a bit more the next time. Yet they failed in wanting to make you do that from how I read that paragraph.

edit, I should never pre-download. Takes longer than downloading after the lock period is up, 5 min to download, 15 min to unpack.
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-11-10 16:34:45
November 10 2016 16:30 GMT
#50
It looks very interesting and find it appealing how the gameplay seems to give you a lot of choice and seems accurate. I really like how they decided to come back to this type of view for the gameplay too, it feels more "old school", more meaningful and nuanced choices, more accurate gameplay. Replayability is really a great quality for a game to have. Will try it out later~
Gorsameth
Profile Joined April 2010
Netherlands22208 Posts
November 10 2016 16:34 GMT
#51
On November 11 2016 01:30 ProMeTheus112 wrote:
It looks very interesting and find it appealing how the gameplay seems to give you a lot of choice and seems accurate. I really like how they decided to come back to this type of view for the gameplay too, it feels more "old school", more meaningful and nuanced choices, more accurate gameplay.

But are the choices meaningful?
Impossible to say without multiple playthroughs and I don't know Tryanny suffers from it but for example I really enjoyed the choices Deus Ex - HR gave you until I played it a second time and discovered doing the exact opposite changed nothing of consequence.
It ignores such insignificant forces as time, entropy, and death
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2016-11-10 16:36:15
November 10 2016 16:35 GMT
#52
On November 11 2016 01:34 Gorsameth wrote:
Show nested quote +
On November 11 2016 01:30 ProMeTheus112 wrote:
It looks very interesting and find it appealing how the gameplay seems to give you a lot of choice and seems accurate. I really like how they decided to come back to this type of view for the gameplay too, it feels more "old school", more meaningful and nuanced choices, more accurate gameplay.

But are the choices meaningful?
Impossible to say without multiple playthroughs and I don't know Tryanny suffers from it but for example I really enjoyed the choices Deus Ex - HR gave you until I played it a second time and discovered doing the exact opposite changed nothing of consequence.

Yeah good question, will have to find out! I'm just keeping an eye on this game, later buy a new PC and maybe get it!
Yurie
Profile Blog Joined August 2010
12079 Posts
Last Edited: 2016-11-10 19:52:37
November 10 2016 19:51 GMT
#53
Conquest choices at the start has huge effect on initial approval of different factions and some early dialogue options. Noticed a lot of stuff already in the third small area. Likely I would not have been able to get one or two of the first 4 quests depending on other choices. Might be they don't want to cut out extra content though.
OsaX Nymloth
Profile Joined March 2013
Poland3244 Posts
November 11 2016 00:12 GMT
#54
Been playing for a few days (yay being press) and I have to say: hard difficulty is... hard. Few fights made me remember my first times with Dark Souls, where I would stare at the loading screen mumbling "how on earth do I defeat that?" repeatedly. Which is good, mind you!

Consequences seems both trivial and big. Trivial short term, but when looking at the big picture I can see a lot of player's decision making big impact. I believe some NPC might even be dead and unrecruitable just because you said A instead of B during the conquest.

Looking forward to playing more!
Twitter: @osaxnymloth
ramon
Profile Joined April 2011
Germany4842 Posts
November 11 2016 00:41 GMT
#55
I'm about 6 hours in and while i enjoy the game, it does feel a bit weird compared to previous titles. Just a few thoughts.
You are being pushed into the story pretty fast. Combine that with the fact that the outcomes of some of your choices aren't clear shortly after you make them, you are often left guessing in a "meh" way. I do think the story is interesting though.

While it is nice to have many evil choices, most of the time there is no good answer. In general you have to support Person A or B, maybe C. It rarely feels like you are the one deciding stuff, other than deciding who to back.

Looks like the game has a lot of replayability in terms of story/dialogues but much of the gameplay/fights will be the same.
bisu
Yurie
Profile Blog Joined August 2010
12079 Posts
Last Edited: 2016-11-11 02:15:07
November 11 2016 02:14 GMT
#56
About 6h in I had a scene where my party member was the opponent in a random encounter. Thus I had two of it in the same scene. That showed one scene I would have missed normally due to how I choose to handle various scenes up to there. Feels like combat will be mostly the same but character interactions and unique lines will change a lot. Been many times I lacked favour with a faction to get the dialogue I wanted.
Nezgar
Profile Joined December 2012
Germany535 Posts
November 12 2016 17:36 GMT
#57
I really like the setting and some of the characters. Making decisions and rulings is definitely the stronger point of the game. Decisions do have a fairly large impact.

The biggest issue I have with the game is depth of combat. Compared to Pillars of Eternity, you have a lot fewer tools to customize and min-max your party. You are only allowed to take 4 companions and you cannot create custom characters. While the party members the game hands you are not as bad as those in Pillars in terms of usefulness, I still find it annoying that I have to make do with what I get.
Most of the frustration stems from the fact that the amount of enemies per encounter are similar to Pillars, but you only have 4 party members. The enemy will still prioritize your casters/ranged and will, at times, just run after those despite engagements. As a result you pretty much have to fight in corners/doors or build your party extremely tanky, because it's nigh impossible to keep the massive amount of enemies locked to your tanks otherwise. I went for the latter and focused on defense (1h+shield) and spells on pretty much all my party members.
Playing on hard, a few hours into the game that combination just becomes stupidly strong and I certainly don't want to go back to the way I did it at first (2 tanks, 2 ranged), which was just so much harder.
I think that only the beginning is somewhat hard, since you have very little tools to use and very little control over what tools you can actually use. Also some enemies have abilities that, when they hit, deal like 90+ damage against a tank with ~150 HP.

Those are things that you don't know during character creation, though. Which is another big point of annoyance that made me restart the playthrough with a fresh character.
-putting points into combat skills is fairly pointless, since those level up insanely fast anyway
-picking frost/lightning is essentially a waste, because you get those sigils less than an hour into the game pretty much for free, while I haven't seen Atrophy sigils at all thus far.
-get at least 30 points in Lore, Subterfuge and Athletics. Those come up in dialogue and environmental interactions a lot and level slower than combat skills. That is especially true when you start with low values, since you gain points in those for using them, so if you cannot use them due to a low starting value, you level much slower, etc.
-you get to spend only 1 point per level on your skill trees. For the playstyle I picked, selecting the right "class" combination at the beginning saves a few valuable points. Sunder, for example, is further down the Power tree than Shield Slam (or whatever it's called) in the defense tree. So unless you plan on leveling those trees anyway, Sunder is just a much better choice in terms of skill point distribution

The companion combo system would be nice, if it weren't for the low range and the annoying engagements. If you select a combo while the main and companion are too far away from each other, they tend to run towards each other and ignore all engagements on the way, in some cases instantly killing a character. Because you are locked into engagements, it's really hard to get in a good position to use the consistently. It also requires the actions of both characters, which, in some cases, is simply less efficient than just using normal skills with both of them without having to struggle with proper positioning.

LaNague
Profile Blog Joined April 2010
Germany9118 Posts
Last Edited: 2016-11-13 00:56:58
November 13 2016 00:47 GMT
#58
ok the combat and class system is bad, it has no depth nor balance. Pillars was better.
Story and dialogues feel better to me, it feels more alive than pillars and i feel like i actually am an arbitrator at times.

Its also too short and i do not appreciate sudden endings.
I can live with cliffhangers like for example mass effect 1, it still ended in a satisfying way. But just rolling credits and leaving you wondering will not exactly make me buy the next one.



Ok somethng longer on combat as thats is my area of expertise:


They tried to make it "easier" for people more interested in the story i think, but thats what difficulty is for.
Systems like the accuracy and deflection one are defanged and your choices matter much less in both good and bad directions.
Crowd control and debuffing is also MIA, so what you do is spam damage faster than the enemy.
And then you give everyone a defensive buff and heal spell because everyone can cast spells.
Autoattacks seem useless to me, spamming abilities is the way to go and magic has a alot of abilities for no investment.

There are not enough good talents, so pillars feels superior with its strict class system that ends up producing a lot of exciting level ups. And also pillars with the last patches managed to produce a lot of different ways to play classes, tyranny for now at least feels very samey for every char.


So yeah, dont buy the game for combat, they failed that.
I do hope POE2 does not go this route, then they slowly become bioware.
Yurie
Profile Blog Joined August 2010
12079 Posts
Last Edited: 2016-11-13 02:21:29
November 13 2016 02:12 GMT
#59
I like the story component of the game. A lot of dialogue is bland since you talk about the same thing with 6 different people from the same faction and thus get next to identical answers.

What it does great though is having impact from your alignment with factions. Meaning your previous choices can force combat on you or allow you to talk your way through things. Occasionally this gets annoying since it is impossible to solve it as you want since the situation doesn't allow it due to previous choices.

I did not play it for combat, so don't really care about that portion. Agreeing with abilities being much better than auto attacks and that everybody should have a spell or two on them.

I will have to disagree with the CC comments. Later on with a lot stacked into duration increase and with high lore so the spells could be improved one can aoe stun for 3 seconds with a spell that takes 3 seconds to cast. I assume one could build an entire party to chain CC with different types of spells so they don't hit their resistances and do fine in combat since CC spells also deal good damage.

My biggest problem with the combat was with the "monk" character one gets. It would not auto attack unless a weapon was equipped. I assume that gets somewhat solved later on when there are a lot of skills for the ai to use but I ended up not using unarmed combat due to that.

Roughly 20 hour long campaign. Assume different choices would make it take different amounts of time since you go to different areas and face other kind of opponents. I realise as I am writing this that I forgot to go back to small areas that were locked when you first hit them to see if I could open them in act 3.

I think I will replay this in a while when it isn't as fresh and do a different faction or none at all.

Btw, was there any way to grind experience and money in the game? Didn't notice any when playing, guess money can be made with followers making stuff and then selling it I guess.
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4408 Posts
November 13 2016 11:25 GMT
#60
On October 19 2016 02:09 andrewlt wrote:
Obsidian let their kickstarter backers write overly pretentious drivel and included them in the game. You can read them by talking to NPCs who have gold plated names. People who didn't follow the game's development didn't know about this and accidentally read multiple below 50 Shades of Gray level fanfics. I read a few before looking it up online and realizing how pointless it was.

It comes from the same human emotions that lead English and Literature majors to act superior by pretending to enjoy a James Joyce novel.

They did the same with Pillars, the gravestones especially really broke the fourth wall.
Better or worse than Pillars? I enjoyed Pillars immensely.
https://www.youtube.com/watch?v=e7PvoI6gvQs
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