Details I enjoyed greatly, and then some rambling
Verfasst: 14.03.2017 14:48
For a foreword, I'll try to tag all the spoilers, I apologize if I miss something. Also not sure if I put this post in proper subforum, but well, I'll just get banned at worst.
So, details. Maybe not all of them are exactly details, but there are things that I didn't see mentioned around, at least not on english forum and reddit, which I think deserve some attention too.
First of all: mechanic of arcane fever was brilliant idea. Many games go with "magic is dangerous, even for the users themselves" narration, but usually leave it at something as relevant as lore trivia, while here in Enderal consequence of performing magic is built into very mechanics. Finally something that prevents player from chugging 10 health potions per second, which was a major issue in Skyrim. I also love how this also made food relevant in the game. In Skyrim I usually ignored bland foods with miniscule properties, as they give you less than a product of alchmy, in Enderal on the other hand I nearly praised Enderalean Crusty Bread after each bigger fight, almost feeling myself how crispy the crust is.
Second thing: Pennies! This simple word shows how much attention, thought and conscious was put even into the smallest things. Instead of doing fantasy on autopilot and leaving default "gold coins, because they're in every fantasy game and everyone is used to it" here we have something more realistic and down-to-earth. It's one of the smallest changes possible that occured between Skyrim to Enderal, but this is just kind of detail, care and consciousness of design I probably appreciate the most.
Another thing worth noting are dungeons. Each single one of them was hand crafted, had own unique story to tell and I could feel it. I swear each time I went into a dungeon I was expecting a quest to pop up, because that's how it worked in Skyrim: "dungeon works unique? There's a special quest to it", while in Enderal, unique dungeons are a norm which do not even need to notify player of them being unique.
And here we come to the spoilers territory.
There is a detail that caught my attention, which I didn't see discussed Also regarding nature of being an Emissary, and possible connections with Nehrim, so spoilers for Enderal and Nehrim And ending spoiler-heavy theorizing And as the end note, I'm properly hyped for Forgotten Stories dlc. Phasmalist class sounds like ton of fun. Having your own fully customizable ghost waifu - in case Calia's accentuated thighs and Jespar's "I have white hair basically like an anime protagonist" is not enough for you, you Lusty Argonian Maids.
Though more than spooky ghost companion, I'd prefer to see something more of golem-making. Something that would involve forging golem parts, platings, powering cores... But well, you guys have enough hassle with what you already have to implement I believe.
So, details. Maybe not all of them are exactly details, but there are things that I didn't see mentioned around, at least not on english forum and reddit, which I think deserve some attention too.
First of all: mechanic of arcane fever was brilliant idea. Many games go with "magic is dangerous, even for the users themselves" narration, but usually leave it at something as relevant as lore trivia, while here in Enderal consequence of performing magic is built into very mechanics. Finally something that prevents player from chugging 10 health potions per second, which was a major issue in Skyrim. I also love how this also made food relevant in the game. In Skyrim I usually ignored bland foods with miniscule properties, as they give you less than a product of alchmy, in Enderal on the other hand I nearly praised Enderalean Crusty Bread after each bigger fight, almost feeling myself how crispy the crust is.
Second thing: Pennies! This simple word shows how much attention, thought and conscious was put even into the smallest things. Instead of doing fantasy on autopilot and leaving default "gold coins, because they're in every fantasy game and everyone is used to it" here we have something more realistic and down-to-earth. It's one of the smallest changes possible that occured between Skyrim to Enderal, but this is just kind of detail, care and consciousness of design I probably appreciate the most.
Another thing worth noting are dungeons. Each single one of them was hand crafted, had own unique story to tell and I could feel it. I swear each time I went into a dungeon I was expecting a quest to pop up, because that's how it worked in Skyrim: "dungeon works unique? There's a special quest to it", while in Enderal, unique dungeons are a norm which do not even need to notify player of them being unique.
And here we come to the spoilers territory.
There is a detail that caught my attention, which I didn't see discussed Also regarding nature of being an Emissary, and possible connections with Nehrim, so spoilers for Enderal and Nehrim And ending spoiler-heavy theorizing And as the end note, I'm properly hyped for Forgotten Stories dlc. Phasmalist class sounds like ton of fun. Having your own fully customizable ghost waifu - in case Calia's accentuated thighs and Jespar's "I have white hair basically like an anime protagonist" is not enough for you, you Lusty Argonian Maids.
Though more than spooky ghost companion, I'd prefer to see something more of golem-making. Something that would involve forging golem parts, platings, powering cores... But well, you guys have enough hassle with what you already have to implement I believe.