treed

joined 1 year ago
[–] treed@lemmy.zenithia.net 30 points 1 year ago (1 children)

So, like 18 months before this gets added to the Google graveyard?

[–] treed@lemmy.zenithia.net 4 points 1 year ago

I got in early on the Analogue Pocket preorders and it's been very nice, especially once they opened it up to third party cores.

[–] treed@lemmy.zenithia.net 3 points 1 year ago

There’s also a Genesis one which is very different in play style. I remember it being a lot more open but requiring you to lead yourself a lot more. I prefer SNES but they’re probably both worth a look.

Also the Yahama sound chip in a Cyberpunk game was a great match.

[–] treed@lemmy.zenithia.net 3 points 1 year ago

It would depend on the type of illusion for me, but yeah Glamour could absolutely be a trait that someone could specialize in.

[–] treed@lemmy.zenithia.net 3 points 1 year ago (2 children)

I agree that the schools always felt a little arbitrary. Abjuration in particular always felt kinda weak to me, even in concept.

I think they could probably just leave it to a potentially open-ended set of traits. Some could even have multiple, which helps with the arbitrariness. Characters could specialize in spells that have particular traits.

[–] treed@lemmy.zenithia.net 4 points 1 year ago

I agree with this. It looks really good, but it was weirdly huge.

Discovery S3+Especially in later seasons. Where did all that space come from? Or was all that extra space we see later specifically added during the retrofit?

I guess you can blame it being a platform for experimentation. They wanted it to be able to produce the stuff they'd need even away from stations? Still feels weird though.

[–] treed@lemmy.zenithia.net 2 points 1 year ago

The Excelsior was definitely a good-looking ship. VI remains my favorite of the movies. (Slightly controversial, I know.)

[–] treed@lemmy.zenithia.net 2 points 1 year ago (1 children)

I find most of them fairly annoying, but a few are particularly bad. I'm not looking forward to the one I gave up on.

And yeah, some of the cave systems are confusing. It helps to go back and forth and make sure to look up. Sometimes there are extra little branches that are only visible in one direction.

[–] treed@lemmy.zenithia.net 9 points 1 year ago (4 children)

Spell schools were invented for Dragonlance in the lead up to the 2e era. The idea of an Illusionist is probably demonstrable enough outside of D&D, but the rest are pure TSR lore.

[–] treed@lemmy.zenithia.net 2 points 1 year ago (3 children)

Yeah I was

spoilerusing them as a guide and kept getting frustrated having to hunt around for a cave. Although, even more frustrating are the Proving Grounds. I still have one I haven't done even though I know where it is.

[–] treed@lemmy.zenithia.net 2 points 1 year ago

I'm at about 120 hours, haven't completed yet, although I probably could at any time starting around 80 hours. I've been filling out lightroots and shrines and doing other random side stuff I stumble across.

How do you see completion percentage?

[–] treed@lemmy.zenithia.net 2 points 1 year ago (5 children)

Honestly, I found all the light roots even before I think I had even half the shrines. It was sort of my favorite part of the game for a bit. Just hop on an airbike and roam around looking for light, and stopping to look at interesting stuff I found on the way.

On the other hand, finding shrines tends to be either much, much easier (just look around after launching from a sky rower) or annoyingly harder (hidden in a cave). I guess that's why I'm only just now finishing them. At this point, I'm just using an online map to help me do the last ones.

view more: next ›