Ten Issues with the Modern cRPG
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As the article is in Polish, I've linked you to the translated version above, and therefore the following quotes have some broken English in them:
2) Magic
Not only monsters are a dying phenomenon in modern cRPG games. Also magic is an extinct phenomenon.
In games such as Amberstar, Might and Magic, Wizards or Baldur's Gate, we have seen over 100 spells. Yes, they were often the usual bolts, acting on a "weaker, stronger, stronger, more powerful" principle. Yes, sometimes it did happen that the spells did not work as much of the spells in the Realms of Arcania or part of the Baldur's Gate. But they were.
If you compare it with the skill trees of the Dragon Age 3 magician, you can unfortunately see the difference.
Second: Among the spells in the old games there were ingenious spells, quite enriching the gameplay, like Levitation, walking on water, spells destroying opponents' equipment, invisibility, duplicating or creating items in inventory ... Today it all fell into oblivion.
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9) No team
The team was the idea that cRPG really caught me in the game. I liked to create whole groups, recruit new characters to it, see what composition is most effective. However, this is past time. Nowadays, many games of this genre are giving up on this motive for a lonely single hero.
Or at best a hero, accompanied by several characters, over which we have no control.
Again, compared to what it looked like in old games like Baldur, Torments, Beholders, Ishara, where we had quite a dozen or so characters to choose from, the ability to create from scratch the whole team, or (my favorite option, available even in Beholdersach just set up a hybrid team where some of the characters were created in person, and some of them joined along the way, the current games fall out poorly.