Criticisms of MotB (possible spoilers)
Posted: Mon Nov 10, 2008 3:15 am
Hi all! I just joined, so hello to everyone!
First, I would like to apologize if such a topic is already existent and active.
I made an attempt to locate one and was unable to do so, but my search was far from extensive.
Second, I would like to make a clarification: I do not intend to come across as attacking MotB, as I found it to be a terrific title and enjoyable throughout (I was also a fan of the original campaign).
However, it was not without its flaws. I did not mind the spirit meter, though it was rather inconvenient at times. I was turned off by how the fates of the original companions were handled; in my opinion, Ammon Jerro's optional dialogue was far from adequate in its offering of resolution. But my biggest complaint would probably be the fact that my party was unable to put two and two together. A celestial with theological knowledge related to Akachi's Crusade and its aftermath, a spirit-god, a scholar with a specialty in dealing with souls, and a shaman who has vast firsthand experience with spirits proved unable to deduce what I'm sure many of us had realized long before the encounter with Myrkul. I realize this critique may be unreasonable given design limitations of which I understand nothing, but I felt the need to give it voice.
I would be interested to hear what everyone else found to be lacking in the game in terms of either mechanics or storyline.
First, I would like to apologize if such a topic is already existent and active.
I made an attempt to locate one and was unable to do so, but my search was far from extensive.
Second, I would like to make a clarification: I do not intend to come across as attacking MotB, as I found it to be a terrific title and enjoyable throughout (I was also a fan of the original campaign).
However, it was not without its flaws. I did not mind the spirit meter, though it was rather inconvenient at times. I was turned off by how the fates of the original companions were handled; in my opinion, Ammon Jerro's optional dialogue was far from adequate in its offering of resolution. But my biggest complaint would probably be the fact that my party was unable to put two and two together. A celestial with theological knowledge related to Akachi's Crusade and its aftermath, a spirit-god, a scholar with a specialty in dealing with souls, and a shaman who has vast firsthand experience with spirits proved unable to deduce what I'm sure many of us had realized long before the encounter with Myrkul. I realize this critique may be unreasonable given design limitations of which I understand nothing, but I felt the need to give it voice.
I would be interested to hear what everyone else found to be lacking in the game in terms of either mechanics or storyline.