Dragaera

OT games

Wed Feb 9 09:55:19 PST 2005

On Wed, 9 Feb 2005 Gaertk at aol.com wrote:

@> > Oh, man, don't remind me. Torment literally ruined the CRPG
@> > genre for me; for years afterward, I'd just get irritated by
@> > how everything else failed to measure up, and stop partway
@> > through. KotoR has gone some way towards filling the void, but
@> > yeah. Nothing really measures up.
@>
@> Yeah, I know the feeling.  For me, nothing comes anywhere close
@> to measuring up to Ultima V, Star Control 2, or The Forest's
@> Edge (MUD).  I deeply regret spending money on Ultima 7 and
@> Daggerfall, and gave up on Torment after a couple hours.

Happy *campers* are the best! We will have *parties* in the *middle* for
sure. It is *fun time*!

@> <mini-rant about Planescape:Torment>
@> The dialogue was always slightly off: it never had exactly what
@> I wanted to say, and the responses were never exactly what I
@> expected, and I occassionaly had trouble remembering which
@> parts of the dialogue tree I still needed to visit.

The dialogue choice is always going to be a personal thing; there are only
a limited number of options that can be put in, so there will never be a
game that completely satisfies everybody.

@> And the interface is one of the worst I've even seen.  It took me 15
@> minutes to figure out that you talk to people by clicking their
@> feet, and it was really annoying having to wave the mouse around
@> to find exits from the room.  Is it too much to ask for opaque
@> walls and visible floors?  And I hate blindly walking off the
@> edges of the map.
@> </mini-rant>

This is a bit harsher. The game used a somewhat modified Baldur's
Gate-style interface (since it came from the same engine). It's not ideal,
but it gets the job done a lot better than most. I think there was a
shortcut key you could hold down to find all the exits, although maybe
that wasn't implemented until the next BG enginer game. (One might also
point out that the feet problem could have been solved by reading the
manual. ;)