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hrot

A very cozy boomer shooter set in a post-Soviet setting, running on a Quake or Quake-like engine. Due to the engine, it strongly reminded me of Dusk from the very first seconds, especially considering that the weapon on slot 1 here is also a sickle.
There's not much to highlight besides the setting and atmosphere, which are emphasized by the level design — in my deep conviction, this is arguably the most important element for a shooter, and it's a pity not all devs understand that. Apart from the pleasant moments from wandering through simplified but typically Soviet factories, courtyards, shops, and streets, you can notice quite a bit of cr*zyness in terms of details and individual gags, like the ability to kiss the portrait of the General Secretary, ride a Soviet "herringbone" carousel, catch eggs with a wolf in the authentic portable "Nu, Pogodi!" game, and so on. Particular lulz come from some enemies and bosses — for example, a giant floating head of Lenin hovering above the ground and farting plasma at the player.
You can play on the highest difficulty without much trouble — there aren't that many enemies, they don't have hitscan attacks, and they don't soak up a million shots. The arsenal is very standard, but it's well-chosen and balanced, so it doesn't feel like a problem.
I also liked the classic presence of secrets on the levels, and for the most part, reaching them isn't too difficult, except for a few specific ones.
On Steam, I saw a review saying the game is "one big slavic shitpost." Overall, that's an accurate description, but even setting that factor aside — it's a very pleasant boomer shooter, and I recommend it to genre fans.

boltgun

A meaty boomer shooter set in Warhammer 40k, and a very excellent one at that — exactly what was missing from the game adaptations of recent years in this universe, the vast majority of which, unfortunately, are pretty trashy.
Juicy, bloody, meaty, energetic, not entirely but sufficiently authentic. Not entirely, because the Ultramarine veteran in this game single-handedly mows down hundreds of terminators and even fairly powerful Chaos demons. Overall, this isn't such an unbelievable concept, recalling the fiction books in the universe, or theorizing heavily within the lore, but tryhards can nitpick out of boredom.
Despite the objectively high quality within the genre, I couldn't shake the feeling of a pro mixed with a con in almost every element of the game.
For example, regarding weapons: there are many and they are varied, but I practically found no use for some guns. This sounds like a classic problem, but let me explain. The game jokingly implements a kind of pseudo-tabletop mechanic — each gun has its own strength, and each enemy has its own toughness, and it's recommended to take out enemies with higher toughness using stronger weapons, otherwise, damage output will be reduced. I played on the highest difficulty — here it's also not a butt-clenching, except for specific moments, but a perfectly playable difficulty — and this mechanic is most pronounced here. Enemies don't take completely pitiful damage from weaker guns, but still, neither psychologically nor functionally do I see the point of using the shotgun or grenade launcher, each with strength 3 and not particularly flexible operation module, against anyone, because only nurglings and default heretic-cultists have a minimum toughness of 3, and they pop from literally any available weapon, including 1-3 shots from the slot 1 boltgun, or 1-2 swings of the chainsword (by the way, a very good solution within the setting as a melee weapon — it attacks with the right mouse button, deals decent damage, you can continuously saw into an enemy, and the character charges at the mob to deliver this attack). Most shooters have a sort of problem where the shotgun is usually the strongest/cost-effective weapon and other guns aren't used, well, here the shotgun is garbage, at least on the highest difficulty level. To some extent, this solves that problem, but in my opinion, in a far from optimal way.
Another example: there are secrets on the map, collecting which upgrades a specific gun for the rest of the level, with each gun supposedly having its own effect. A cool idea for variety, and a departure from the constant weapon upgrade scheme that's become fashionable in shooters in recent years, but no information about the effect received is given. Sometimes it's obvious — for example, the default boltgun gets +1 strength and an increased magazine, or the heavy bolter no longer reduces run speed while holding down the trigger and even allows sprinting, or the same shotgun starts to ricochet off surfaces. But in the vast majority of cases, you don't see any changes in stats, attack method, or particularly in damage. I never bothered to google info on the upgrades, and the game doesn't write it out, so for me, all of this remained a mystery.
Next, I'll lump character movement and enemy visuals/audio into one pro-con, because they affect roughly the same thing. Our pacemarine runs fast, jumps high and easily, charges with a button, and generally shows himself as a superhuman. From a lore perspective and the accessibility of movement across huge levels, this is correct, but at the same time, it deprives the feeling of control over the character. He moves too easily, as if on the moon with low gravity, which removes precision and the feel of movements. At certain moments, when you need to retreat backward from an enemy, you can trip over any corner of any ornament on the level, of which there are huge numbers; your screen gets jerked about, and you have no idea what you caught on, because the character is too unstable. Regarding enemies — they aren't always easy to spot; sometimes their sprites blend heavily into the environment, and they make almost no sounds, as a result, it's not always possible to register them until you take damage. Again, from a lore perspective, this might be justified, because for a servant of the Emperor, heretical-chaotic nothings are just dirt under a ceramite boot, but from a gameplay perspective for a boomer shooter, it's so-so.
And of course, about level design. I didn't realize it immediately, only after 1-2 levels of the first episode, but the levels here aren't something interesting and conceptual (like in the previous game), but something taken from Doom Eternal — that is, huge titanic arena-type levels, with corresponding "initiate purge" moments — when you're locked in a current area and enemies spawn. It's not as suffocating as in Doom Eternal, but it's still not my favorite type of encounter. Separately, I should mention that in such "purges," there are always some mega health packs/armor in far corners of the arena, but on the highest difficulty level, you take so much damage from enemies that you can't afford the luxury of just running under the focus of all enemies at once and collecting it. This kind of thing is discouraging. Fortunately, there are usually no more than one or two purges per level, and the rest of the time, we more or less move through imperial infrastructure from point A to point B.
And also — there are "secrets" here too, but without any frills. Usually, it's just some item a little off the general line of sight, which requires an extra three seconds to collect by jumping somewhere; in general, nothing interesting. But what's sometimes lacking is a map. The imperial infrastructure is cyclopean in scale but quite uniform in appearance — it's unclear if this was a lore-based idea from the devs, or if they were just too lazy to create more assets. Some corridors, halls, even open spaces are completely indistinguishable from one another. And the most abysmal crap in this regard was observed on one of the final levels of the final episode — just a giant hall, a kilometer by a kilometer by a kilometer (yes, including multi-level verticality), so large that you can't even see the opposite wall, as if we launched a stаrfield presentation, and somewhere, on one square millimeter of area, there are three switches for different keys, and in different ends of this hall, there are little tunnels where you can get those keys. It's absolutely impossible to distinguish any landmarks — the entire hall is a masterpiece of imperial architecture in the form of a chaotic(heh) jumble of containers, stairs, and beams. Towards the end, yet another brutal "purge" takes place in this hall, during which I probably spent half an hour, with endless loads, under fire from literally hundreds of enemies, looking for a power-up for bonus damage to take apart a Nurgle demon without spending an unthinkable amount of ammunition — and I never found it. And of course, I found it a minute after I defeated it the normal way, after it was already, well, no longer needed.
And I remembered one more thing: in many shooters from the nineties, there's a detail called one-liners — cheap little phrases that the hero sometimes utters during moments of killing enemies, taking damage, or certain other actions. Here, there are a huge number of these one-liners — probably dozens — they are lore-filled and fill the soul with patriotism... but you can only say them by pressing a separate key; the hero never voices them on his own. The result is a completely missed opportunity — who in their right mind would spam the T button during a firefight or moving through a level? At the very least, they could have added an option for automatic voicing.

Nevertheless, to sum up, I'll still say that the pros outweigh the cons considerably; it's playable and even a must-play if you're, again, a fan of boomer shooters (and you don't even have to be a fan or expert on the setting).

darkest dungeon 2

On Steam, it has a rock-solid 75% rating, which by modern standards, when even trash games often get "12/10, chills at my fingertips," can quite be considered controversial raw garbage, but I've come to the expert conclusion that this isn't the case.
The main downside people see is the changed game concept — now you don't have to build a base and develop a specific team, and the process is a run in a typical roguelike — you travel through levels on a wagon, go through encounters, then you die and use the farmed currency to upgrade heroes/unlock new trinkets and so on. At first glance, this seems like an excessive tilt toward grinding, especially at the start, when you farm little currency and spend a lot. But pretty soon you understand the game's essence, fights (which there are fewer of) and encounters become easier, imbalanced trinkets and consumables are unlocked, you farm less currency, and then you don't even know what to upgrade after another party wipe. Overall, I'll say there's actually less grinding; it just doesn't seem that way visually. People really forgot how much time they spent in the first part on the standard difficulty level farming components/gold to upgrade the base; how much time they spent skipping to treat stress/diseases/quirks on the main team; how much time they spent leveling characters to send them to another boss/DD. One run of DD 1 on standard rules can easily last 60-100 hours, and the only progress you keep is the buildings at the base, and when heroes die, you have to buy them new skills and trinkets and level them up again. Here — at a certain point, you can take a completely fresh hero and still dominate with them because you retain global progress in terms of useful items for the run. The only limiting factors with this approach here are two things: heroes don't have all skills unlocked at the start; you need to collect them at altars on the map (which also tell the story of a specific hero and sometimes give special "puzzle" battles from their past — actually, implemented quite coolly), and spend currency to upgrade their resistances a bit/unlock additional specializations. The latter point is also implemented quite well — specializations give heroes buffs to certain stats/abilities and cut others, resulting in a change in the hero's playstyle. This helps even the crappier classes from the first game, like the Vestal or Plague Doctor, reach a useful level.
What else can I add? Recalling one of the main points of whining from the butt-hurt players in the first game — the combat has become much less random; instead of random misses/dodges, many skills now have buffs/debuffs for the same thing, quite tangible, and you can manipulate them with a high degree of control. A small percentage of randomness still remains, but it's incomparable to the first game.
So, the main wisdom in this game is to pick a team that synergizes well together, with the right specializations, abilities, and consumables, and take out the right boss against whom your team has the highest chances. Nothing complicated; this approach was more than valid in the first game too, but most players ignored it and preferred to just tank with their face and heal any damage with the Vestal. Well, tough luck — that kind of thing almost won't work here anymore.
I didn't finish the game — I got to the last tick of HP of the last phase of the final boss, and he had only a few hits left when he unprovokedly one-shot my Bard, and as a result, I couldn't finish him off purely due to the game mechanics of that fight, which demoralized me and I stopped trying. (Actually, I was just a bit tired of it — I played a decent amount. When there's some content update, I'll definitely come back.)
In short, I liked this game, and to the whiners, I give a slap.

rabi ribi

Perhaps the best Metroidvania in the history of the gaming industry. If you love Metroidvanias and anime chibis, then this will be a 12/10 down to the chills, but since I hate Metroidvanias, for me, it's probably a 9-9.5.
A super-pleasant feeling from the setting, visuals, and audio, plus extensive customization of actives/passives for the character, and bullet hell boss fights, and while the actual metroidvania elements can be a bit suffocating in rare places, it's nowhere near as much as in the pure typical Metroidvanias, of which there are hundreds. Overall, for the metroidvania genre, this is a breakthrough and a step towards perfection away from its dreary nature.

aru > pandora > shina > cocoa > lilith > sharo > noa > cicini > saya > rabi > ribi > alice > ashuri > lili > chocora > pixie > niva > nisha > vanilla > miru > miriam > cotri > kek > rumi > rita

I decided to thank the developer with money and even bought the DLC to replace the main character with another with their own abilities, and the DLC for the orchestral soundtrack. As a result, these two add-ons in synthesis increased the cuteness and pleasantness of the game several times over, even though it seemed like — how could it get any better?
My sword, my trusted ally, unphased by my aspect.
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#339
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My friend, who let me play the fifth installment on his account, once expressed concern that it has the best combat system in the series, and going back to earlier games might not be as enjoyable. However, I suspect that if I hadn't played and thoroughly enjoyed the fifth game, I might have dropped the fourth game altogether. And it's not just about the combat itself – they aren't that different in principle, but the level design, even by 2008 standards, is very weak. If you think about it, you could even praise the developers for managing to create such a large-scale game despite the limited capabilities of the PlayStation 2 and, probably, the budget. But running through these levels doesn't become more interesting because of that. Another significant drawback is that there are too many ugly creatures, in my opinion, both those that were intentionally made caricatured and those that were simply unlucky due to the overall style of the portraits.

Nevertheless, despite the above, this game also has its strengths. For example, I liked the city more than in the fifth game – it's very cozy, and I would like to live in such a place. The detective storyline is also excellent. The characters... Well, I'll say that the group here seemed more friendly to me. I liked the idol, the detective, and the first ogre the most. The beautiful girl is nice, but her personality isn't quite right. Everything is very sad with the girl. The mascot initially annoyed me, but over time, I started to perceive him better – like a brother.

In short, I have very mixed feelings about this game. It didn't help that I was very emotionally and psychologically exhausted recently; it's quite possible that I would have enjoyed it much more in a different situation.
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#340
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As I understand it, the core of this game is this: you start, choose one of the skins obtained through DLC or mods, and play as a character that appeals to your aesthetic sense. In this regard, everything is done excellently, and the beautiful models and visuals clearly demonstrate what millions of hardcore fans have lost as a result of politicians, complainers, and activists hindering technological and cultural progress. Well, except for the fingers in photo mode – for some reason, in certain poses, they look like sausages.
Otherwise, everything is much sadder – the levels are boring, the combat is boring, and the plot is barely there.

Added after 16 hours and 11 minutes

I managed to endure the forced dialogues for only a few hours before deleting the game, and along the way, I got rid of three out of four companions, as they didn't appeal to my sensitive and very impressionable fighter. The only one who seemed decent was the mage.

My favorite dialogue option in the expansions, by the way 😎

The plot setup is decent, and the gameplay seems okay, so if in the future they add mods that allow you to generate a cute character and make the gear look better, I'll try playing it again. I didn't like Skyrim at first either, but thanks to mods, I ended up playing it for over a thousand hours.


It's just incredibly bad. When it was released, the game had a lackluster story that took about ten hours to complete, after which you had to wait three months for a new update. The "update" turned out to be content that took at most a couple of hours to complete. Add to this how lifeless the locations are and how bland the gameplay is (it's essentially just an idle game), and it becomes clear that there's nothing to do here. Genshin was worse than Honkai 3, but Star Rail is a hundred times worse than Genshin. It seems that the more successful a brand is, the worse its product becomes.
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#341
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while also killing three out of four companions, as they didn't quite suit my sensitive and very impressionable fighter.
Heh)
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#342
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I wish I could play as a fighter...

Be strong. Believe
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#343
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while also killing three out of four companions
And I thought my character was supposed to be brutally tough...
 

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#344
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Ment
I thought I had created a brutally tough character...
A brutally tough character is the default dragon that is offered as a choice, because it has a unique storyline (which is why it's not among the companions).

Be strong. Believe
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#345
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I wish I could play as a fighter...
and who do you play as?
My sword, my trusted ally, unphased by my aspect.
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#346
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Everyone else has played it, and I finally did too. Though I was a bit late to the party

Everything about the game has already been written by others, so I'll just share my impressions and some details. (By the way, I expected the gameplay to be a bit more varied)
I took build 4.2.1.5, choosing Perception as my main skill (my mistake, since it's easy to level up anyway through thoughts). But Motorics and Logic helped me better understand the game's world, which is quite important during a first playthrough. Although Intuition paired with Psyche might have given me more information. I actually leveled up these two trees the most throughout the game. The rest to a lesser degree. I also slightly messed up with thoughts early on and unlocked everything that became available, because I thought the bonuses from "stability" would remain. On the other hand, how were you supposed to know about the final bonuses if you didn't unlock the thought or check a guide? Base it on the description? Perhaps, although some of those descriptions are... well, you know. Plus, some thoughts unlock fairly late, so who knows.
Roleplay. 🕵
Overall, I wanted to play as the most normal person possible, since I didn't have a preset build, but sometimes I'd come across amusing reply options that I just really wanted to pick, so... why not? After all, if you've lost your memory and have mental issues, it's perfectly fine to blame it on a personality disorder and maybe even dissociation. This could also explain the mixed political views, or the fact that you're a detective and need to connect with everyone (there's a similar explanation during the conversation with the racist, when Kim makes a remark). But throughout the game, a more concrete persona started to take shape, which I quite liked, and I tried to stick to it. In the end, it was a sensitive person, slightly naive and emotional, sometimes inappropriate and pathetic, yet curious, art-loving, and believing in the supernatural. Combined with memory loss, it turns out the person is rediscovering everything from scratch, including social norms, and thus sometimes makes mistakes. I used to have a shorter and clearer formulation for this, but I forgot it
Story. 📜
Following the plot was interesting, especially during the investigation part, since the character's past was practically unknown and information was handed out in small doses, making it hard to get a hold of. But towards the end, the situation changed, and it gave the impression that the protagonist's personal story is actually the main one, while the crime investigation serves as a side quest, even though it takes up most of the playtime. Plus, many clues seemed to turn out useless, and everything could have been learned earlier/easier, so the entire value of this case boiled down to self-discovery.
Characters. 👨‍👩‍👧‍👦
Perhaps the best thing about this game. And I don't mean the character designs or how they're written, but rather how your perception of them changes. Some evoke distaste and other emotions at the start, but by the end, you view the same characters completely differently. I personally loved that, as well as all the other points. Not to mention the numerous funny dialogues (although some were quite pretentious), that genuinely make you laugh. Moreover, these moments aid in roleplaying and give the character more distinct personality traits.
And I agree with Loc's take on the game world and the feeling of its gloom/melancholy, which shifts throughout the game.

P.S. it's sometimes better to play in shorter sessions
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who else
anyone else..

Be strong. Believe
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#347
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A hundred years ago I wanted to post a walkthrough report, but anyway.

Pathfinder: Wrath of the Righteous


When you've earned the respect of a Hellknight

To be honest, my experience with games of this genre has been extremely limited. Basically, I haven't tried anything except D:OS, D:OS2 and the previous game by the same devs, Kingmaker. And as interesting as Kingmaker was, I couldn't bring myself to grind it through to the end...
Pathfinder, I managed. And I think this happened partly because I understood the mechanics much better, worked on build-crafting using internet manuals (especially obsessing over the ГГ), and in the end could fight calmly and without inconvenience even on hard, easily crushing threats up to demigod level (in Kingmaker there were problems in some places even on "normal").

As for the DOS games, I think back then I didn't finish them precisely because character development there isn't interesting: you just buy spells from merchants and that's it. And overall, while the games had interesting things, there was too much of everything generic. But that's not what this is about now.

Despite a bunch of long breaks, I finished WOTR and I enjoyed it for the simple reason that it was a very good adventure. The game consisted of several (five) acts, and each of these acts played quite differently: our crusade began with an unlikely attempt to defend against a sudden invasion in one single city, Canbris, but as the plot developed, we were taken to various places around the Rift, and even to other material planes; besides the ability to control the ГГ and companions, we could lead entire armies under the command of loyal generals (hired for money) against the same filth. Meanwhile, so-called "mystic powers" somehow fall upon the ГГ, allowing us to fully roleplay. No, of course, in any case the hero's main task will be heroism and saving a previously hopeless struggle, but the flair can change drastically. I personally chose the classic image of an angel-hero, as it seems to be the most righteously pompous of all: true angels of Iomedae became our allies, and we would save friends even in seemingly hopeless situations, finally earning their eternal gratitude and loyalty. This is a great lawful-good option, moreover strong and balanced in build, as it possesses good offensive and defensive abilities, and even supportive ones too.
But you could also be a chaotic Azata, who is all peace-friendship-bubblegum-cookies,
an azata party goes to work
, an Aeon capable of thwarting the enemies' plans by literally reversing all their negative influence on the world, a Trickster who jokes with everyone, or go full villain with paths like Lich... Maybe all these choices don't lead to a million different endings (although various endings were included here), but you can truly roleplay many interesting things, and it will affect the world around you, at least in terms of companions and other NPCs.
when the boss told you that leather wouldn't be needed in war because it doesn't give damage resists

Besides this, however, I grew attached to the companions. Of course, as is traditional for RPGs, some of them are weirdos, but even their weirdness is kind of... Well you know, soulful; I understand that all these personalities weren't invented by the devs alone, but it turned out quite well in my opinion. I'll say a little about each of them.

Nenio -- weirdo number 1, the main one. I didn't like her at first, but the quests associated with her are pretty cool—you move various puzzles around and around, and in the end, there's an epic location with its own boss. And although the character is overall comedic, at some point I shed a sparse manly tear for her...

Amber -- weirdo number 2, comedic naivety. Perhaps the most surprising thing about her is that she's still alive, but you could say it happens through our efforts; after all, the Commander is no slouch and can fulfill the dreams of even such a strange girl...

Seelah -- a drunken paladin; I would say her quests are some of the weakest in the game plot-wise, but they actually suit her perfectly. You just simply and straightforwardly help some of her buddies, and it's fine.

Lann -- heh, made me smile ten times over. My female Commander romanced him, and in the process, this monk made me smile another ten times. His image is that of a simple, insecure guy from a village—with the caveat that the village was underground and ate rats.
Yes, yes, I roasted her well, don't worry


Venduaag -- well, it's complicated with her if you take Lann in the group. Although she made me smile in her own way, a very distinctive image.

Camellia -- I don't know why they added her as a companion. I can't imagine a single Commander character, or almost any, who would get along with her. In this regard, she is the exception to the rule here.

Regill -- 10 dwarves out of 10. His level of correctness and subordination makes lawful characters from all worlds shudder.

Arueshalae -- seems like a typical story about reforming a former villainess, but I liked the implementation. Usually in such cases they love to pile on all sorts of nonsense, like villainous impulses or... Oh, plenty of things. Here we see a character who has basically already reformed, but her conscience still gnaws at her, just as there is an understanding that maybe she's still missing something? Very understandable soul-searching from the outside, and therefore you empathize.

Sosiel -- an ordinary cleric without a hidden depth who is looking for his brother because why not?

Greybor -- an ordinary mercenary assassin who simply and for no reason makes money at war because why not?

Daeran -- takes everything from life, a bohemian. He was never in my party, I never listened to him during councils, I always drilled him; nevertheless, he told me that it's fun with me—well OK, the army will reform even those.

Woljif -- for everyone my ГГ is the Commander, but for him, she's a mafia boss 😎.

I really remembered all these personalities, and many with detailed stories, which I consider a good sign.

Of the downsides, perhaps it becomes more boring toward the end, as you're already grinding achievements and crusade stats, as well as skipping turns for the secret ending... That's the most noticeable part.

Second—imbalance. The imbalance is most evident in the crusade, where a mage-general can practically solo everyone from start to finish with own damage magic without an army. But not all troops are equally useful either, and buildings... For instance, sharpshooters with a bunch of built memorials shoot down all enemies in the first round like it's nothing. In short, the crusade turned out to be the weakest part; they wanted to make Heroes V, but it came out as it did. However, the idea itself is good, and from the point of view of effort spent—well, I didn't spend any effort on it, only got a bit tired of buying mercenaries.

A general problem with Pathfinder—to kill everyone well, you need to stack all buffs on yourself and then go kill everyone. Without a full stack of buffs, the task can become difficult, even unsolvable... With a full stack of buffs, the task becomes easy (though there was exactly one opponent in the game who broke this formula with a massive and automatic dispel without a check). And it's like, fine, but at some point you get a bit tired of managing these buffs... Cast this, then cast that. Though I think there's a mod for auto-casting everything necessary that is in your characters' spellbooks, but I didn't check.

And finally the last thing: bugs. It's very "sweet" when toward the end of the game you get an OP cool ability—for example, an angelic conversion of all weapon damage to holy—but suddenly it turns out that your Vital Strike damage is somehow 4 times less than it should be. However, even before that, this specific ability was constantly bugging, increasing not all damage by 4 times (as written), but however the left heel commanded.
Is that how it works?!


It seems like the devs are constantly fixing something in their patches... But I never waited for the fix I needed, even though I played for at least a year.

I didn't touch the DLCs except Treasure Island; I just didn't want to anymore.

Overall, it was great. The plot, companions, general pomposity and memeness allowed me 100% to immerse myself in roleplaying exactly the leader I wanted; build-crafting was interesting (bloodrager primalist, for those wondering), and overall I'll remember this. Although I probably won't repeat it due to the wild amount of time required for the game... That's how it is.
 

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#348
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I spent a little time watching a stream about **Baldur's Gate 3**. What can I say? I think that in 2023, all these themes about dark elves are no longer relevant. The graphics didn't impress me much. Who, I wonder, will play it? I played Baldur's Gate II back in the day, and I think I wrote about it. I don't really understand these D&D systems; I think young gamers won't find the game interesting.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



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#349
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I bought a console with Dendy games. I'm trying to speedrun various old-school games. Chip and Dale, Black Cloak, etc. I like it because it annoys my upstairs neighbors.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



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#350
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I bought a bunch of old games on Steam and I'm trying to play them. The main problem is that they're all in English. I don't understand much, I only got a C+ in English in school. I started playing Baldur's Gate II, and I got stuck. I got stuck on the very first mission in Fallout Tactics. In Gothic, I can't remember anything, I found an orcish axe and that's it.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день



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#351
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All the Gothic games are localized in Steam. The first and second ones even have voice acting. So, it seems you're just making things up.
Небо – мольбы не ждёт
Небо – угроз не слышит
Небо – ведёт особый счёт
Небо – тебя найдёт

По вопросам модерации: [email protected]
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#352
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And you are Bear Grylls.
Смысла нет, но вы держитесь там. Удачи, здоровья, хорошего настроения!
И пока в кармане пачка милкиуэйев - значит все не так уж плохо на сегодняшний день