SOD: An Appreciation
Contemplative_Hamster
Member Posts: 844
I am on my second or third playthrough. This time witha good party. Trying out new NPC combinations. And you know what? I keep finding new stuff. New (FUNNY!) interactions - between Mkhiin and Dynaheir, and Mkhiin and Corwin, for instance.
There are many new, small quests that I missed last time - found four in the past hour. New twists to quests I completed in earlier games. The quests themselves are so much more complex than the FedEx quests of BG1 and BG2. I have issues with bits and bobs (and these have been covered endlessly by other forumites), but overall it's very enjoyable indeed.
So cheers, Beamdog, you did a good job.
There are many new, small quests that I missed last time - found four in the past hour. New twists to quests I completed in earlier games. The quests themselves are so much more complex than the FedEx quests of BG1 and BG2. I have issues with bits and bobs (and these have been covered endlessly by other forumites), but overall it's very enjoyable indeed.
So cheers, Beamdog, you did a good job.
12
Comments
neverwinter night's expansions still holds the honor of having you actually talk to khbolds and not just killing them.
I rarely play evil (mostly neutral), but during my playthrough I RP'ed a charname that got extremely conceited after being dubbed the Hero of Baldur's Gate (movie star with an attitude-style).
Agreed, but then they would really have to add languages to character generation (like in D&D tabletop). If you create a character that can speak, say, Undercommon, it makes sense they would be able to have less violent interactions with kobolds. The way it is now, every time there's an interaction like that, the monster happens to be able to speak Common, which is pretty weird for creatures with 9 INT.
As the original writer (and one of the final writers) on SoD said, this is absolutely and regrettably true. They also tended to be shorter than many of the responses in previous BG installments. This was a design choice; the idea was that the player would be able to see all available responses no matter what size screen they were playing on, so the writers were (with exceptions that were frequently fought long and hard for) limited in both the number of responses and the number of sentences/characters each response could contain. Compared to the original games where you had, most of the time, a lot of options, and none so linear.
I don't know if it happens only with me though.