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File: 20260307180521_1.jpg (656 KB, 1920x1080)
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Kinda surprised nobody is talking about this given it's 1.0 release.
What gives?

Also the combat is hard as balls, does it get better once you get some levels in?
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>>3940431
The world has moved on past the need for 2.5D isometric RPGs
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>>3940449
To what...?
Rollslop?
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>>3940431
>RTWP
lmao why, there is literally no audience for this

>checks Steam
>268 players peak, on launch
yeah, figures
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>>3940456
>slowmoving board for nice genre
>caring about playercounts
I think you've got the wrong board.
/v/ is two blocks down.
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>>3940431
I tried it
It scares me
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>>3940431
I have no interest in these types of RPGs anymore.
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>>3940469
Which kind?
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>>3940456
newfag
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>>3940477
IE-slop.
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>>3940524
No idea what you mean.
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>>3940530
Infinity Engine-likes.
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>>3940543
It's nothing at all like any infinity engine game, I only played a bit in EA but you control only one character at a time and set up party tactics and the game only pauses when you're about to do an action with a radius showing you the range of the action you're taking. It's more of a hack and slash system than any old style RPG.
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>>3940431
Played the demo and it's mid.
The game looks good, combat is janky, the setting is great but the world building from a player perspective is absolute shite.

Biggest pisser-offers was the poorly designed economy and enemies don't respawn.

If this has been fixed for the 1.0 great, but I don't see the writing going anywhere.
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>>3940431
shieeeeet nice
gotta find some time now
>>
>>3940449
>>3940469
why the fuck are you even in this thread?
don't you have any better way of spending the precious time that was given to you?
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>>3940543
They are nothing alike except being isometric.
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>>3940449
Incorrect.
>>3940431
What's it called? "Banquet For Fools"? It has a good art style. I'm interested in those glyphs on the ability bar.
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>>3940524
>overuse of the -slop label to disguise unmanaged anhedonic ennui
Ok, Zoomer.
>>
>>3940431
looks somewhat inspired by dungeon siege except with far more focus on action combat where it's limiting the player with stats rather than informing the character through stats.
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>>3940431

It looks cool buts that’s it.
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>>3940431

I just found about the game today, RPGCodex (the forum we want to be and want to impress) declared it the GOTY2026. Huge if true. Why is there a sex slider though? And what's the difference between GOG and Steam? Will this become Steam D*ckable?
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>>3940431
A lot of people will complain about the lack of a questlog that holds your hand and guides you from A to B with very clear and concise directions. They won't understand the concept of writing your own notes and keeping track of what is or isn't a quest or simply a rumor - and then remembering these things.

It's definitely a hundredfold better than their previous game Serpent in The Staglands, yet in line with that old-school reimagining.

I really like the game, but taking away a pair of crutches like that and expecting people to walk again, that's bold.
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>>3940456
Oh, shame. So much work for a financial failure. Hope the port it to consoles.
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>>3940555
>wb shit
Why
>>
I'm thinking about pirating it, is it purely action oriented or does it have quests as well?
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>>3940431
can you play solo or do you have to have a party?
>>
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>Whalenought duo
I have to applaud their passion but Hannah and Joseph keep trying to "reinvent" the wheel in all the wrong ways and learn absolutely nothing from their mistakes.
They can write some decent settings, both Serpent in the Staglands and Mechajammer had okay worlds to explore with some alright atmosphere, but their actual design decisions are always derivative, poorly designed dogshit and keep focusing on purely superficial gimmicks rather than truly shaking up a formula, once you get past some (bad) surface level novelty you're left with rather barren and amateurish "golden era" CRPGs that are also largely incomplete, mindnumbingly easy and needlessly clunky to play.

Luckily for them this one seems to be self published so it probably won't end up like the disaster that was Mechajammer but I don't really have any trust or interest in bothering after their previous games, all the telltale signs of mediocrity are already there, call me back when they hire an actual game designer with something to say.
>>
The combat looked awesome from the previews I saw. I like RTWP
How horrible is the lack of quest log? Will I have to write down the exact directions the characters give me?
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>>3940967
You mind explaining how Serpent had bad gameplay? Haven't played it yet but I wanna know how it's more generic than any other cRPGs that all just copy DnD
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>>3940967
>I have to applaud their passion but Hannah and Joseph keep trying to "reinvent" the wheel in all the wrong ways and learn absolutely nothing from their mistakes.
It's fine, though. Their games are flawed and not for everyone, but they're not bad. I don't think they'll ever again repeat the Mecha Jammer development cycle of getting too caught up in re-inventing the basics over and over again.

>you'll never bag a programmer wife to develop games with
>>
>>3940967
Why do you have to shake up a formula? I'm not putting garlic in my applepie
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>>3940978
You will receive an inventory item, sort of like a contract document, so you have some way of keeping track if you don't want to keep your own journal
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>>3940995
holy shit garlic in an apple pie sounds amazing
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>>3940997
No refunds
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>>3940996
I am fine keeping my own notes, I just don't wanna have to write down "Xrh'tzl said to go 40 hurds west of Banlurt". If my note can be "target for this contract is north of that one town" then I'm fine with that
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>>3940987
It's sort of a long topic so I'll just condense it as much as I can:
The first major issue is that Serpent is kinda like Planescape Torment in that the game is designed around dialogue that are needs certain skills, most notably Philosophy and Linguistics, not only will you not get much out of the story without them but you'll also arbitrarily miss tons of content if you don't spec in these skills every single time.
The combat is not different, there's zero reason for you to not invest in skills like Blood Cocoon, Shield Bash etc. every single time, the combat is just not designed well and it's really just blocks of stats and RPS skills headbutting each other over and over with no actual choices to make.
But really it's just bad combat in general, it looks bad, the controls are bad, it's slow as fuck, it's unbalanced to the point that some basic starting weapons are better than late game stuff and it's also buggy as all fuck.
>>3940994
I don't know, Serpent's only redeeming factor was the setting's atmosphere, Mechajammer could have been really cool and was certainly a step forward coming from Serpent but it's barren as fuck, visually messy, monstrously unbalanced and as you know the development cycle was a disaster to the point the game was shipped in an aggressively unfinished state and with several gamebreaking bugs that were never addressed like the inventory bug randomly deleting your shit whenever you interact with a vendor or the more egregious case of the Hacker "route" hardlocking your game in the condo room as soon as you start it.

I admire and praise them for their honest dedication, we need more of that, but they really should come to term with their own limits and poor ideas.
>>3940995
Ask them, not me, it's what they insist on doing for some reason despite being awful at it.
I'm not the one who thought mixing Fallout 1 turn based combat with real time GTA vehicle driving was a good idea.
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>>3941018
Sounds like Serpent is worth at least one playthorugh then. I'll keep in mind that being a philosopher is as important as having WIS/CHA in Planet Escape Tournament
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>>3940908
I like that, and I also liked that in serpents
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>>3941022
If you like something like Torment then you'll be able to enjoy at least some parts of Serpent, the setting is nice enough to warrant at least one playthrough.
The same is true for Mechajammer honestly, which I liked a lot more than Serpent largely because the combat is sort of nice at least in theory and exploration is more fun due to a classic GTA style map structure, that is also very much 90% pointless empty space exactly like classic GTA but at least it's fun figuring out how to get in some places and murderhoboing your way through things.
Unlike Serpent there's also some degree of versatility in terms of approaches in Mechajammer, but alas, the game is still very much unfinished, very buggy and very "proof of concept" tier.
>>
>>3941018
>they really should come to term with their own limits
this
it was obvious with Serpents they tried biting off more than they could chew
Still hella impressive for a firstborn project

also yes, it seems BfF has the same issues but to a much lesser extent [IMO]
I would even dare to say it is both having a better gameplay core and is more polished
[IMO]
>>
the economy is indeed shit. I picked 2 dudes on my team that throw vials and shoot bow and gettting ammo for them is tedious and absurdly expensive. Spells and melee are just as good if not better kind of lost my motivation to play when you have bad game design like this.
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Anybody know if a party like that is any good?

Ideas is heavy armored 2h character which can get divine blessings.
Sneaky lockpicking guy with shortswords.
Bow character with forest binding and shepard pipes.
Pagan Caster with Sceptres.

Not sure if sneaking and the binding skills are any good. Anybody god experience with that?
Should I drop some of the non-combat skills (stick to 1 per character) and make sure that everybody has an armor or shield skill, even if ranged?

Any other advice welcome.
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>>3941079
Nevermind, I reworked it and I think I'm going to work with something like this.
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>>3941346
Is all ranged team viable
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>>3941346
Stonewood was used in numenera and iirc in every other fantasy novel. Everything is the same nowadays, people are devoid of soul. Literally undead.
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>>3941356
I don't see why not?
Something like a bow guy with bagpipes to summon more units, a tamer for meatshields, one slinger and one caster to CC and/or damage.
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>>3941357
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>>3941356
back in EA days when I had time to try this out ammo was very scarce in early game
>>
Finally, alcoholic Dark Crystal
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>>3940431
The artstyle/visual designs of the characters and environments are extremely unappealing to me.
Also not a fan of the combat system.
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>>3941401
Fair. Claymotion is not for everyone.
Combat starts of weird and clunky, but grows on you.
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>>3941403
*Neverhood klezmer noises intensify*
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>>3941403
>Claymotion
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>>3940905
Codexers is this true?!?
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>>3941932
I'd say the game is a 6/10 or 7/10.
The style and lore are cool, but the gameplay sucks.
Attacking, then running around and waiting for the action bar to fill feels shitty. They should have committed to either RTWP or turn-based.
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>>3941944
Phew, just as I thought. And to think I had it in my bookmark list as "maybe buy at 15% off" for almost 5 days. Off it goes!
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>>3941945
Gameplay is fine, pirate it if you're in doubt.
It's a difficult game that barely holds your hand. Game economy is brutal.
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>>3942393
>pirate it if you're in doubt.
there is a free demo though
also yeah the combat needs getting used to for sure
but I also wouldn't say it sucks, still beats click-a-monster-to-death or click-a-monster-and-watch-the-game-play-itself style combat IMO
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>>3941362
Haven't played. I'm intrigued. Hope it's 7 or 8 out if 10. Are the mechanics and battle systems fun? I love spreadsheet gameplay aka Rpg.
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>>3941363
What was that? What's Joever? Over.
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>>3941369
Kinda knew. How's magic? Are there different branches or...?
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>>3940431
The chara design is repulsive.
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>>3942539
it kinda reminds me of dark crystal mixed with elves
you're just gay and boring
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>>3940431
Playing right now. It rules. The setting, exploration and presentation are pure cinema. The combat takes some getting used to. Haven't gotten bored of taking my notes yet. Hope it stays that way.
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>>3943285
Are there normal pre made companions or only custom companions?
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>>3943286
you create 4 guards at the beginning and that's what you get. they do have some character and there's dialogue between them though.



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