![]() ![]() The sense of impact when you cut down and dismember enemies feels great, but without the variety that comes with spellcraft it only remains engaging for so long. Most of the fancy stuff - visually and strategically - is confined to spells, which means that playing as a strictly melee character like Dwarven rogue Borador or the barbarian Dorn may eventually lose its sheen due to the relatively simple nature of the melee combat. Combine that with her ability that prevents enemies from attacking her unless she attacks them first, and you can use your summon as a tank while you rain fire down from afar or get behind enemy lines and cleave through them with your zweihander. The cleric Allessia, for instance, can summon a floating spiritual sword as a companion, which she can beef up with shields and attack buffs. There's some nice stacking possibilities too. Blocks and weapon swings are responsive, and the ability to instantly switch between two separate loadouts makes for a fairly smooth combat flow. Given that the game is mostly focused around combat, with no options for stealthing or smooth-talking your way through situations, much of the enjoyment is derived from the old swords-and-sorcery itself. Hardcore players of games like Paths of Exile or Diablo may find this unbearably limiting, but for me the simplicity is part of the appeal. ![]() There's a simple progression to the weapons and armour that won't have you poring over long lists of stats, while the gem-based crafting system lets you do a little bit of fine-tuning to your builds while not turning you into a metagame mega-fiend. There's enough variety in the enemies and locations - even after all these years - that the game remains enjoyable to tear your way through. The quests are simple, while the locations are an assortment of goblin-inhabited forests, spooky mutant-filled manors, and some places that will be familiar to series fans, like Dragonspear Castle and the city of Baldur's Gate itself, which acts as the main hub. ![]()
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