![]() ![]() ![]() Rather than traveling the world and suddenly being shifted to the combat screen, everything happens in real time. In a mix of first-person travel/adventure gameplay and turn-based combat, BTIV offers a refreshing and far less annoying take on random encounters than other games in the genre. The combat is, as far as I can tell, unique and original to this game. Both the musicians and the voice acting as a whole is excellent, and honestly it puts a lot of triple-a studios to shame, which goes to show the dedication and passion of everyone involved in the production of BTIV. There is singing and Gaelic instrumentals throughout the entirety of the game, which ties the whole setting together very seamlessly. In fact, the music is one of the most memorable portions of any game I have played in recent memory. The opening narration is great in catching someone up to speed if they have never played one of the games before, or as a good remembrance for long-time players, with gorgeous artwork, narration, and absolutely phenomenal Gaelic music. The story takes places approximately a century after the events of the third game. “Is that Russel Crowe?! (Just one of his many doppelgangers who works on the development team – he narrates the story so far every time you load up a save file!) The humor, combat, and atmosphere all blend well together into a superb sequel. Not including their own spinoff game in the early 2000’s, The Bard’s Tale IV: Barrows Deep is a direct sequel to the original trilogy from the 1980’s, and while I have never personally played any of the first three games, I can definitely say this new one was made with love and adoration for the original games. Thanks to a well-funded Kickstarter by InExile Entertainment (a company who I have long adored since their fun, yet challenging Choplifter HD a few years back), the series is now a quadrilogy after more than thirty years on the bench. I wished they had placed summoning under INT as well, since that would have made more logical sense to me.The Bard’s Tale Trilogy is no more. It's true much of what you get is STR based, though. Like: throw squeezing say, at 7 stacks, wine at 5, etc. ![]() I always thought the status of "drunk" was decided by the booze you drank, as a fixed rate inherently depending on the (description of) the booze itself. Point two is interesting I never checked it out, so it comes a bit as a surprise. In regard to your first point, to be exact it's the basis for the multiplier for all arcane-based spells. All the other damaging spells like Warstrike, and all of your non-casting abilities use Str to determine effect. * How much mental damage you can take before your Stance or Concentration breaks * How many levels of Drunk a Bard can get before he pukes and gets stunned. * Damage of Mental damage *spells* (Mind Jab series), not abilities (such as Head Knocker) Originally posted by Shneekey:Int has three main things it does: Maybe I can convince you in actually publishing something, then, who knows? □ I know plenty in general, since I played it 3 times, but there's no doubt you know far more details. I could probable make a wiki of some sort (I have a small webserver for personal tinkering), but I'm not sure where to start, have taken no notes, and my memory goes only so far. □ But without that little push, you'll never get around to it, me thinks. I think you need some actual push, like a new wiki/site you could play around with, and once you get started, you'll be unstoppable. □Īnd that would be a bit of a shame, since all that you have would be wasted, from an information/helping guide standpoint. Let's face it, it will never be complete in the eyes of a completionist. Maybe you should take and make it step by step, one small step at a time? If you're waiting to have a 'complete' compendium, it will never get done, because. I don't want to do it unless I do it right, and I've kind of backed myself into a corner by compiling so many details it's an overload. ![]() I think the problem is that I just have *too* much info compiled over the years. I've mapped out the items codes for hex-editing just about every quest item, weapon and armor - even for adding your own clones of unique companions with corresponding voices to your save files. I have so many notes and whatnot - like 20-pages just on Haernhold plus over 400 screenshots with every consumable luck-stone, offering shrine, hidey-bide, breakable wall, push-plate, secret door, etc. Originally posted by svdp:Speaking of which, Chil, are you still interested in making one? Any news on that front? It's just the time commitment of making a clear and comprehensive guide - it would be 100's of pages and twice that in hours to do it right. ![]()
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