![]() The roots of the ending debacle are here.Īs a standalone game with focus on action gameplay and character stories, and no ambition to tell an overarching story and be more lore-consistent than absolutely necessary, ME2 would've been great. It was not the only signficant thing that was lost between ME1 and ME2. I summarized it with "ME1 had locations, ME2 has game levels". When ME2 came out in 2010, about the first thing I noticed about it was how our sense of location was lost, compared to ME1, because we were now teleported from the ship to "where we needed to be", as a developer post put it, rather than being able to land on a planet and find where we needed to go on our own. And in fact, I think few people consider it a good game because of its storytelling. ME2 is a bunch of tangentially connected stories all in service of recruiting people for a vague suicide mission that only occurs in the endgame, and people consider it a narrative masterpiece.I don't. If it's just a gameplay shortcut in order to not have to spend player time for travelling, in-world time should pass accordingly. So the most common reason for players to temporarily not care about breaking immersion - getting back to the merchant hub to sell and buy stuff because they're overloaded with loot - is not very well supported.Īlso in general, I don't mind teleporting the party if the teleporter mechanism exists in-world (as in Kingmaker). The teleportation shit comes from DOS and is immersion breaking.You know what's weird? That they placed the fast travel portals everywhere, but there is no one where you would want it most: in the druid grove. I agree, fast travel must be restrictedInstead of portals, it would be nice if there was an icon on your map representing the party and the time that passed fast travelling to your location of choice. Larian make it possible to stumble on such a location, then pull the rug from under their own adventure completely. That was a massive, massive immersion killer for me. The party had no idea where they were or how to get out. I clicked on the map and realized I can just freely teleport to any fast travel spot on the surface. Found myself in the Underdark and it was exciting and amazing. In my first playthrough, I jumped in the hole in the phase spider lair. I think the camp system and the fast travel teleport system are still bigger offenders in making the BG3 world feel like a theme park. In its favor as far as I remember/played, it didn’t have timed quests, which I hate.įor me if it is space & exploration vs strong plot, quests & characters, I always pick strong plot, quests & characters! This is also what BG3 picked, which is why I like it so much! I also wasn’t interested in the factions, and the character relationship system was a mess. Is POE2 really a story-driven game if it has almost no main story? As you said it had very little main story, which is an issue that the large, empty open-world games also often have. ![]() It *was* very good, but not good enough for a great game.I started but didn’t finish POE2. Just too bad that the nominal main story almost did not exist and the real main story was a bog-standard faction fight. It did not map story time to world time 1:1 as Kingmaker did, but maintained a consistent world time with regard to travel, and it felt more natural to move around the world in that game than in any other game of its kind. A game which was most definitely not a copy of anything except being a party-based, story-driven, isometric CRPG. Perhaps I should've mentioned that the game which, in my opinion, did this best was Pillars of Eternity 2.
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