• Tag Archives Exploration
  • Two Worlds II: Velvet Edition

    While theoretically a sequel to Two Worlds, Two Worlds II is effectively no such thing. Not really. It’s more like a sequel to an alternate universe version of Two Worlds; the geography and character history are completely different.

    As far as mechanics go however it is definitely a sequel and the two games feel very similar despite some rather drastic changes (some good, most bad). Let’s get the good out of the way first so that I can dwell on the bad:

    Magic damage now scales with Willpower, summons can actually reach a decent power level (level 40 with doubled strength), you can now have more than 3 spells, unique loot has been added (received as quest rewards), melee combat is a bit more dynamic, and… well, that’s about it really. Short list huh?

    The list of degradations is a little longer: The GUI is atrocious, Steal is now useless (awful rewards and an awful mini-game), Alchemy is now next-to-useless, killing wildlife no longer grants decent XP past a certain level (making exploration pointless, since that’s all that’s out there), lockpicking quickly becomes an annoying chore (lock difficulty scales with your character level), spellcasting requires an equipped staff, a ton of quest-locked doors, and dungeons are somehow even less rewarding than they were before (30+ generic enemies; ~maybe~ 2 chests with the same leveled loot you can find in people’s houses).

    As far as combat goes I like the magic changes and all in all those are a major improvement despite the the new staff requirement and a continued dependence on vendor-farming. The melee changes seem good at first, but it quickly becomes clear that most of the variety is superficial with it now being attack->block instead of combo->dodge. And as for ranged, well I’ve not touched ranged so I can’t comment on that.

    Exploration and loot is what makes or breaks a game like this though, and so far (just reached New Ashos) that department is where the game really falls flat. There is literally no point whatsoever in visiting an area that a quest marker isn’t directing you toward (unless you enjoy continuously discovering conspicuously out of place doors you can’t open) and the loot is painfully uninteresting with blatantly obvious tiering.

    The second island is only like 10% the size of the first, and despite having just arrived I already know there’s nothing out there besides a bunch of trash-mobs to kill in uninteresting ways. I have zero motivation to keep exploring and honestly now just want to go re-play Neverwinter Nights 2 with a Monk-Sorcerer or mod in some sort of new fighter/mage class in Dragon Age or something.

    That said, I think I’ll try to power through the rest of this game first to see if the Tenebrae content is any better. Maybe switching over to a magic-first strategy will help the unrewarding combat since the spell creation system does actually have some variety to it.


  • Two Worlds – Finale

    With my equipment and skills essentially maxed out earlier (and wanting to start playing Two Worlds II), I decided to not bother exploring every nook and cranny and just go to the last few quest locations and finish the game up.

    Surprisingly, the lower half of the map has some new enemies to fight. None of them were much of a challenge though except the Lava Dragons and Adamantium Golems, which took forever to kill. Everything else fell to either 1-2 Multi Shot volleys (most stuff) or 1-2 Berserk-enhanced melee combos (Scorpions, Sand Dragons, and Stone Golems).

    Both endings are kind of abrupt and disappointing sadly. Which is unfortunate, but I did have quite a bit of fun scouring the countryside for loot earlier and the developers obviously put a lot of effort into the textures; there’s quite a bit of variety in both the environments and the creatures, which helps mask the repetitiveness of the game’s combat system. So all in all I guess it was worth the… whatever it was I payed for it when it was on sale oh so long ago (it’s definitely worth the 99 cents it’s on sale for now).


  • Two Worlds – Midpoint

    As with Gothic 3, calling this a midpoint isn’t quite accurate since the game’s only as long/short as you want it to be. Half the map is cleared though so it’s close enough.

    At level 66 now and I experimented with both magic and ranged combat to see what ended up being the most powerful. Basically, it comes down to this:

    Melee: 20x Exotic Hachet/Armor Opener (no element) at 200 Str = ~5500 Damage
    Melee Boost: Strong Hand (Rank 10) + Berserk (Rank 10) = +500% Damage

    Ranged: 20x Whistling Death (no element) and 20x Ornamented Quiver at 200 Dex = ~11100 Damage
    Ranged Boost: Overdraw (Rank 10) & Multi Arrow (Rank 10) = +100% Damage and +4 attacks

    Magic: 20x Eruption (Earth Rank 15) with 5x +Damage/+Level/-Cost = 9390 Damage for 1174 Mana
    Magic Boost: 20x Concentration (Air Rank 15) with 5x +Damage/+Level/-Cost = +2370% Damage on 1 attack for 305 Mana

    So melee is most efficient at low skill levels (you only ‘need’ Strong Hand and Berserk), ranged at high skill levels (you need all four passives), and magic is best for doing insane amounts of one-time damage (but requires a ton of vendor farming). I have not run across all the spell cards yet but the ones I have point toward magic being best as a support ability; Strength of God, Adamantium Shield/Reflection Shield, and Grapple Ivy/Freezing Wave are great at eliminating melee/ranged weaknesses. Summoning seems to be near-useless since the best summons max out at level 30.

    Some other worthwhile things to know, in no particular order:

    • Force Triple Buffering and Vsync in your graphic card’s settings to reduce the stuttering.
    • Equipment can’t be stacked beyond 50.
    • Spell Booster bonuses max out at 5.
    • The best equipment starts appearing around level 40.
    • One-handed axes stop appearing around level 50.
    • Pure-piercing damage spears stop appearing at around level 50.
    • Items can have a maximum of 5 enchantments.
    • I’ve never seen the magic schools, Sneak, or Steal appear as +Skill equipment enchantments.
    • I’ve never seen an enchanted dagger or swordbreaker.
    • Only certain herbs are worth collecting.
      • Blue Eye/Screama Badilla/Ostrich Plumes if you want to make +50% magic stones.
      • Dotted Toadstool/Adder Brother to make poison immunity potions.
      • Saffron/Lavender/Centaurium/Nothern Frostroot for the permanent stat boosts.
    • When making stat-boosting potions, use either 4 minerals and 6 mana/health potions or 10 herbs.
    • When making stat-boosting potions try to make sure all the ingredients boost the same stat.
    • Poison prevents mana regeneration.
    • Berserk and Critical Hit don’t stack.
    • Sneak does not affect Steal success or Lockpick crime reporting.
    • Stealing often has to be done from the front/side of a target.
    • If NPCs attack after Lockpicking something, running far enough away will usually reset them.
    • Strength increases melee damage, Dexterity ranged damage, and raising the magic skills increases magic damage.
    • Carry Weight maxes out at 500.
    • Different enemies resist different types of damage; make sure to have both a bludgeoning and slashing weapon.
    • There’s not much off the beaten path besides more enemies to kill.
    • The only use for swimming so far was to reach 4 small islands, each with a stat-boosting potion.

  • Two Worlds: Epic Edition

    Ever played Gothic? Well this game is just like it:

    Clunky melee that lets you dominate with hit and run tactics, a large map to explore with enemies that don’t respawn, a difficult beginning until you pick up a level or two, a forced male MC with slightly jokey voice acting, the ability to attack/kill NPCs, a wide variety of skills to customize your character with, and tons of stat-boosting herbs scattered around the map to collect.

    Been playing for a while now, reached level 33 and just got around to entering the first town to max out Alchemy in order to use all the permanent stat boosters I’ve been collecting from the ground and NPCs’ pockets (the Steal skill is actually good since it lets you find stat/damage boosters instead of just gold). Other good all-around early skills would be Lockpick (get it up to level 8 and keep it there) and Set Trap (traps do tons of damage). I haven’t used much magic (mainly just Heal) or any archery yet, but for melee you don’t really need anything more than Strong Hand and Critical Hit; I have Parry up pretty high but it never seems to do anything… and you shouldn’t be getting hit in the first place.

    So yeah, if you’ve played Gothic II or III before you should feel right at home. If you haven’t, then it might be better to start with this since it’s more forgiving of character building mistakes (there’s a repeatable respec option available in towns that can reset your stat/skill points).


  • Nier: Automata – First Impressions

    This game is quite a bit different from conventional RPGs.

    I’m not at all fond of the top-down shoot-’em-up elements, bullet-hell aspects, combo-heavy melee attacks, or save point system. The washed-out color scheme is a turn-off as well. On the other hand I like open world exploration and collecting things quite a bit. Some other positives would be the easily customizable control scheme, access to the Japanese voice acting, cool visual effects, and… that’s all I can think of right now.

    Maybe I’ll warm up to it in time.


  • Mass Effect: Andromeda

    Short version: An inferior Dragon Age: Inquisition.

    Slightly longer version:

    This is a large game with quite a lot to do. So it’s unfortunate that navigating the galaxy map is such a chore (especially since they got planetside fast-travel right), the minor glitches it has end up remarkably annoying, the respawning mechanic is pretty bad, and that the dialog/script is atrocious.

    Really everything else could be forgiven if it weren’t for the writing. We’re talking internet-published fanfiction level here. It goes well beyond cringe-inducing, which ends up something of a mystery considering it starts off well enough. Did the writing team change partway through development? Did they just give up and/or run out of inspiration a quarter of the way through? Whatever the case the end-result is practically unreadable and late-endgame developments in particular feel like they were pulled out of thin air.

    All that said, if you’re just looking for something to waste some time with the game is good enough. If you’re looking for something engaging or, worse, you’re a serious completionist (the glitches and random spawning combined with the slow system map make getting 100% a real pain), it should be avoided.


  • Witcher 3 & Pillars of Eternity Expansions

    Finally got around to playing though the expansions for Witcher 3 (Hearts of Stone & Blood and Wine) and Pillars of Eternity (The White March), after having touched neither game since shortly after they were released.

    Pillars‘ expansion is essentially more of the same sort of content/gameplay that you’ll find in the base game. Aside from the Soulbound weapons, which are extremely powerful, and some of the new vignette sequences, which are a bit more elaborate in that they can check for specific spells/abilities, you’ll still be exploring/looting/fighting same as always. Which if you enjoyed the base game will probably be welcome enough. If you didn’t however, then it won’t really offer anything that might change your mind about the game.

    The Witcher 3 expansions on the other hand do add something a bit different to the base game.

    Hearts of Stone extends the Novigrad half of the main world map a little to the north and a decently large amount to the east. It fills this newly explorable space with mostly the same points of interest found in the base game, the only real difference being that bandit camps actually contain useful loot here and have their own little story linking them all (and that all enemies in the area are leveled to the mid 30s). It also adds two new types of enemies (boars and giant spiders) and of course plenty of quests… which is where the trouble lies. The sidequests are fine, but the main expansion questline (which features an old friend from the first Witcher game) is filled to the brim with extremely forced sequences and questionable content. I did enjoy the Dragon Age: Inquisition reference though.

    The second expansion, Blood and Wine, adds an entirely new world map to the game (which seems to be roughly the size of the post-HoS Novigrad half of the Novigrad/Velen map). This new location is filled with both familiar and new varieties of interest points, with the most notable change being that locations near each other are often directly related. If you raid a bandit camp for example, you may find a note describing a danger lurking in a nearby abandoned location. You may even stumble into a full-blown sidequest/contract while doing a simple hidden treasure search. There are new enemies to be found here as well (banshees, barghests, a spiked drowner variety, armored moles, evil plants, panthers, vampires of all sorts, and a few of the same enemies introduced by HoS), ranging in level from the high 30’s to high 40’s, along with quite a number of new quests.

    These quests should really, really be done after you finish the main game. It doesn’t seem to matter when you do HoS, but there are quite a number of reasons to not start Blood and Wine until after the Wild Hunt is no more. Similar to HoS the main questline here re-unites Geralt with some old acquaintances, though this time around it’s characters from the books rather than the games (though a couple characters from the first game show up in a particular sidequest). Pleasantly enough these quests do not force you into arguably lore-breaking situations and give a decent amount of leeway in how you can go about resolving them. Honestly, the only negative thing I can say about Blood and Wine is that the English voice acting is extremely uneven; I suspect it may be related to the accents, but a good majority of the ambient dialog just sounds incredibly half-assed/jokey.


  • Gothic 3 – Endgame

    Well, Gothic 3 is now finished. Went with the neutral ending and didn’t bother with any of the ‘Destroy the Rebels!’ or ‘Liberate the City from the Orcs!’ quests. Ended up with the following naked stats:

    Gothic 3 Stats

    The snow area is a pain in the ass, both because there are tons of enemies and because it’s set up vertically as well as horizontally. I actually stopped looting things here and switched over to a magic-first attack strategy because there’s just far too much stuff to kill and melee is such a crapshoot. It’s very grindy. Not helping matters is that the neutral ending requires you to walk across literally half the world map (from the northeast corner of the snow area to the far west midlands area). At least the Hailstorm and Time Bubble spells are both pretty good. Some things to be aware of if you decide to play this game:

    • General
      • Do not turn on the Community Patch Alternative Balancing option if you do not know what to expect; being stuck with a subpar build can really ruin your day.
      • The Alternate AI option is fine though.
      • If you load a saved game, NPCs will have both lost HP and stolen weapons restored (this includes summons).
      • Raising Endurance is a waste.
      • You shouldn’t bother raising HP until the very end of the game, once you have everything else you want.
      • Raising Mana is useful, but you’ll want to get Mana Regeneration first.
      • The Resistance to Cold/Fire skills are useful in the relevant areas, but you can get those free from armor.
      • Resistance to Poison is useful if you keep getting hit by Bloodflies.
      • Acrobatics and Resistance to Disease are both completely unnecessary.
    • Strength
      • Melee is really bad compared to magic.
      • You can apparently only learn Regeneration from two characters, and only once you’ve resolved the Rebel/Orc war.
    • Hunting
      • The three animal part skills are necessary for a number of quests.
      • Bows are pretty good, but the hit detection is weird sometimes.
    • Ancient Knowledge
      • If you run from town to town you can get your Ancient Knowledge fairly high by reading books and buying Stone Tablets.
      • The Mana Regeneration and Quick Learner skills are fantastic and you should try to get them as soon as possible.
      • The Druid skill is basically useless, but the other 3 ‘Mage’ skills are essential if you plan to use damage spells of the relevant type.
      • The basic Ice Lance spell is pretty godly since the charged version freezes most targets solid.
      • Summon Demon is good, but note that anyone not in your party will attack it on sight.
      • Frost Wave and Ice Explosion are too slow to be good for much of anything.
      • Poison and Terror are good utility spells for when you need to single out a particular target.
      • Amnesia is a panic button spell for when you’ve accidentally attacked an ally and don’t have a recent save.
      • You can only learn the highest level spells once you’ve chosen a god to support in the endgame.
    • Thieving
      • The Pickpocket skills are worthless.
      • Master Thief combined with the Sleep spell basically breaks the game.
      • The Lockpick skills, the first two at least, may as well be essential.
      • If you ever see a chest named something other than ‘Metal’, open it. You don’t have to take what’s inside, but the more you open the better the treasures get.
      • The Knockout skill is inferior to the Sleep spell.
      • The Murder skill is kind of cool but ultimately just a novelty.
    • Smithing
      • Prospector allows you to complete a number of quests much quicker.
      • Sharpen Weapon is good if you use swords.
      • The weapon-creation skills are only really worth it if you use 1H swords.
      • The Pure Ore skill isn’t worth it at all.
      • The Heavy Armor skill is decent, but not really good enough to spend points on.
    • Alchemy
      • There’s no need to ever spend LP on Alchemy.
      • Brew Permanent Potions is good.
      • Poison Arrows is decent, but Poison Weapon is pretty bad.
      • You’ll rarely need Mana Potions once you get the Mana Regeneration skill.
      • It’s doubtful you’ll ever need Transformation Potions.

  • Gothic 3 – Midpoint

    Calling this the ‘midpoint’ is a bit disingenuous, since this is an open world game similar to the Elder Scrolls series and doesn’t have specific story chapters like its prequel. However, I do have 6 Fire Chalices and equipment in the middle/high-middle range of effectiveness (twin crafted/sharpened Bastard Swords, Ranger Bow, & Light Assassin Armor). So, having just unlocked and reached Ishtar I figured this is as good a place as any to mark as the halfway point.

    When I first started out I tried to ‘clear’ the area around each new populated area before moving on. Due to the static leveled nature of the game this turned out to be quite inefficient and I switched to getting from town to town as quickly as possible while only really exploring the specific areas quests sent me to. Picking up the Quick Learning skill as soon as possible was in fact a very good idea; waiting so long was a mistake and you can get it even earlier than 9th level if you rush from town to town to collect all the Ancient Tablets being sold. I ended up making three more mistakes though. The first was learning the Pickpocket skills, the second was learning the Frostwave spell, and the third was learning both Sleep and Knockout (Sleep is exponentially better if you have the Master Thief and Water Mage skills).

    Pickpocket works similarly to how it did last game, except success is based on your Thieving level and you don’t get experience for succeeding. This isn’t so bad on its own, what makes it worthless is that with the Master Thief skill and Sleep spell you can can steal everything a target has on them with no chance of failure. 15 LP for a chance at stealing small amounts of Gold is quite obviously far worse than 10 LP for being able to steal a target’s entire inventory essentially at will. As for Frostwave, the damage is considerably reduced the further away the targets are, and the Freeze effect doesn’t last very long and ends immediately if the target is attacked. So it’s basically useless.

    Aside from those issues and the Russian roulette nature of melee combat it’s been more or less smooth sailing through the desert area in my self-appointed quest to unlock Ishtar. In retrospect I’m not really sure why I wanted to unlock it since I planned to use a Master Sword rather than learn Master Two-Weapon Fighting… but then again maybe I will learn it since making a Master Sword is incredibly difficult; while the recipe can be easily bought, one of the ingredients apparently only shows up in sequential rare chest loot. Character stats at this point are as follows (Big Game Hunter and Resist Heat are from equipment):

    Gothic 3 Stats

    My path from here is murky. I need to try out the Ice Explosion and Hailstorm spells to see if either does decent damage at a decent range, and if so then I’ll probably try to get Ancient Knowledge up to 300 for Mana Regeneration. Otherwise I guess I’ll pick up the Bless Weapon spell, raise Dex to 200 for Master Two Weapon Fighting, and then try to find some better swords.


  • Gothic 3 – Initial Impressions

    Started this game up shortly after finishing the prequel, with the only modifications being the Community Patch (with both alternative balancing and AI off, though I may turn the AI modifications on later).

    Three things immediately become clear after the opening cutscene: The mouse sensitivity is insane, the movement is much improved, and the melee combat is still pretty unfair (albeit in a different manner). In the second game you had to make quick attacks and then back off against humanoid opponents to avoid their lightning fast counters, here you can just keep swinging until they’re dead; once you hit someone it’s incredibly rare they can get a hit in if you just keep attacking. Some creatures on the other hand (e.g. wolves) are now far more deadly, being able to do the same thing you can do to humanoids to you. As for ranged combat… it’s pretty damn effective once you get the hang of aiming the bow.

    Character advancement is also a bit different. You still get 10 LP per level, which is once again used to learn everything from attributes to skills, but LP costs now appear to remain constant at all skill levels and you no longer gain free HP per level. Strength, Dexterity (which has been renamed ‘Hunting’), and Mana are still the same while weapon styles have been streamlined into sets of skills. Hunting has also been streamlined; you no longer spend LP on each specific creature item, instead only having to learn three universal skills. There are also some new things to spend LP on: Endurance, Ancient Knowledge, Health (mentioned earlier), Thieving, and Alchemy/Smithing.

    Endurance affects how often you can sprint and… that seems to be it. I thought running out would have some sort of detrimental effect in combat since attacking depletes it, but my attacks at 0 Endurance seem to be just as effective as the ones at full Endurance. Maybe you take more damage when hit at low levels? If it really only affects Sprint time, then there’s really no point in ever raising it (and that Transfer Disease spell will be utterly useless). Ancient Knowledge affects both what spells you can learn and how effective they are when cast, which is to say that it does what the Mana stat should have done last game. Health is your HP of course (which no longer increases automatically when you level up), while the three thief skills in the last game have been split off from Dexterity and expanded into a Thievery attribute with a bunch of related skills. In contrast, Alchemy and Smithing have been somewhat condensed so that you no longer have to learn each item individually. Instead you just learn the required core skill for a general group of items and then buy whatever recipes you want with gold (speaking of gold, all attribute/skill learning now costs gold in addition to LP).

    Having cleared most of the area around the first three towns (except the Ogre/Dragon infested cave and the large wolf pack roaming around near the starting point) I’m close to level 13, with stats looking like this:

    Gothic 3 Stats

    The original plan was to go from here to 150 Str for Dual Weapons, then max out Thievery for Master Thief, next aim for 240 Str for the best craftable 1H sword, and finally put whatever points were left into getting a spell or two for crowd control (either a summoning spell or maybe Fire/Frost Wave). Miscellaneous skills to pick up when relevant being Resist Fire/Frost, Smith Ore/Pure Ore weapons, Brew Permanent Potion, and possibly the Sleep spell if it synergized with Master Thief.

    However, I’ve been thinking I made a mistake in not rushing to pick up Quick Learner (+1 LP per level) as soon as possible. The common endgame level seem to be in the 60s for most people, so that’s at least 45 free LP assuming the skill is picked up at level 9 and you plan to use at least one spell (30 AK from items in the first 3 towns, 70 AK from LP, 5 LP for the skill itself). Which is no small amount. So I may frontline getting that skill now, before level 20, since 35+ free LP is still pretty attractive. Well, we’ll see how things go in the 4th town.