Oooh. Nice.
Oooh. Nice.
Playing through World of Xeen right now. Started it yesterday and love it to death. At first it was a bit off putting but now I'm gung-ho about it. I have played the later games, but nothing much before VI. So I'm rectifying this right now. I can't wait for X, if it's any good that is.
I love dungeon crawlers, both grid based and real time. However, I can't really get into a game like Etrian Odyssey. I blame the random encounters I think. It is too Japanese in that regard. I like seeing the enemies in advance, even in the grid based MM games, so you can use ranged attacks. Random battles just stink.
The other annoying thing is the OCD in me wants to explore every square in every location so that it completely fills in the automap. This can get tedious but it's my fault.
You never played M&M3-5 before?
Man... you are in for an adventure!
BTW are you the same Kelegacy from EvilAvatar.com circa 2000?
That's the only way to play those grid based RPGs!
I don't think we need spoilers for 30 year old series, though.
Polygon did a piece on it. Apparently it's going to take 25 hours to complete
25-hours is even more that I would dare to ask for.
Cannot wait for a release date.
That's really short for a M&M game and disappointing for the 10th game in the series. Why even call it M&M 10?
It's on par with 3/4/5 which this game is emulating, and I don't think this is going to be a full priced game.
And yes, I am the same Kelegacy.
Hmmm. Would like to see something more along the lines of 6. Still interested though. If I'm being honest I don't think I've actually spent more than 20 or 30 hours on an RPG in many many years.
Honestly I have no idea how long any of the older games are. They don't have timers so I have no clue where people are coming up with numbers. 25 hours. 100 hours. Who knows.
For one, towns are once again static pictures of people at the location which have basic dialog options. Clicking on, say, the local alcemist brings up a rumor she heard (more or less a tooltip in the game I played), while another option opened up a basic trade screen for potions.
Leaving the town places the player on what is essentially a giant square-grid map in which players move and turn step by step through the wilderness. If the player get too close to enemies, they become locked in combat.
From there, the player's four man party can engage the enemy or enemies with melee or ranged combat, cast spells, use items or take a defensive stance. Combat is simple unless multiple enemy types are in combat, when it becomes important to close in quickly to prevent ranged units from allowing melee units to move in and engage.
Each character has different levels of multiple skills, from a range of 0 to 25. When characters level, the player is given a few skill points to distribute amongst the skills. Levels range from unskilled to grandmaster. Do you add some points to the Block skill for your heavy melee guy, or do you invest more in his blunt weapon skills? The characters also have a very basic paper doll system for equipping items, as well as a shared inventory.
Might & Magic X: Legacy is supremely faithful to the original 1986 game, gleefully eschewing such modern standard gameplay mechanics as real-time 3D rendering. Instead it harkens back to the days when roleplaying games were as much about tactical strategy as it was about telling a story.
•Plays more like the pre-mandate of heaven games with a grid style movement system instead of free roam.
•there are 12 classes (didn't tell me what they were) and then "advanced" classes for each of them. I suppose this is like the system in 6-7-8 where you do a quest to promote from a Knight to a Champion or whatever.
•there will be 23 dungeons.
•aiming for september release
•there is no training. When you level up you just get your skill points then and there.
•You still will level your skills and have to train to expert, master, and grand master. Expert and master you just go find the trainer and pay gold when you have the necessary skill points, and for grandmaster there will be a quest.
•It will be totally non-linear after the initial area where it teaches you how to play. Kind of like 7, where you were confined to the island until you completed the first quest.
•In the demo you never had more than 2-3 monsters at a time. I asked if this is representative of the whole game, and he said "it depends on the level. Sometimes you will be surrounded, sometimes it is just a few more powerful enemies." Was kind of vague.
•The movement is like Grimrock, but Grimrock was still a real time game. This is turn based 100% of the time, which imo makes the combat much more interesting.
•There is a skill bar, but its not like WoW or other MMOs where you have special attacks... the abilities that were on the skill bar were just melee attack, ranged attack, defend (idk what this did, never used it), and then you can put spells and potions on there too.
•I looked but didn't see any "self" magics in the skill trees of the characters I had, but I didn't pay attention to what classes I had in my party. its possible I just didn't have a character who could learn them.
•No blasters / sci-fi elements.
•There will be hirelings. You can have two in your party at once. They don't fight with you, just provide your party with a bonus. For a price of course.
And from reddit, from a guy who played in on the floor:
It says in there that you need to find trainers for expert, master and grandmaster.
I don't like the absence of trainers, it was good having to search for them...
I understand this is a smaller game than those games (which I am not happy about) but I hope it’s not significantly smaller.
I can't imagine you missed it, but it was mentioned quite a few times right above here that the length will be around 20-25 hours, so it's going to be a lot smaller than say World of Xeen for sure.
There definitely is. Grimrock sold over 600K copies, which I suspect was major reason why Ubi greenlighted M&MXWell, hopefully this is just something of a test case - to see if there is a market for such a game.
There definitely is. Grimrock sold over 600K copies, which I suspect was major reason why Ubi greenlighted M&MX
As well as every single M&M fan. That is still alive, errr
I can't imagine you missed it, but it was mentioned quite a few times right above here that the length will be around 20-25 hours, so it's going to be a lot smaller than say World of Xeen for sure.
Any reason this is not planned for iOS? Any reason other than "we couldn't price it @ $40 then" that is?
And from reddit, from a guy who played it on the floor:
;_;No blasters / sci-fi elements.
Do you have a link? I need to show my stepdad this, he'll love a new legit M&M game because this all sounds awesome.
Can some kind mod (Minsc?) update the thread's title? We have a gameplay VIDEO!
VIDEO!
VIDEO!
VIDEO!
http://www.youtube.com/watch?feature=player_embedded&v=K4IxhUtZlgY
VIDEO!
VIDEO!
VIDEO!
Oh wow that looks so good.
Also oh wow the youtube comments...
They've got the inventory screen wrong. Reducing every item to a tiny little icon is such a bad way to do things. It makes all items feel like interchangeable bundles of stats instead of real, solid, varied equipment.