Archive for November, 2016
I’m one of these people who really liked Pillars too. I also had no problems with the companions. They might not have felt as legendary as the group from Baldur’s Gate II, but… Let’s just say this doesn’t make them bad in my book. Not even close.
So I was looking forward to Tyranny as well, the only reservation I held, was that it might be too similar to Pillars. Same engine and all that.
All of these doubts went away rather quickly, once I started playing. Sure, it’s the same engine, but these games are primarily about story, characters […] anyway. Despite the same engine, this game really isn’t anywhere near to being a clone of Pillars. In fact so many details appear to be different, that it might be something the devs were worried about as well. Even the GUI is another one and the changes are almost deep enough to maybe even alter gameplay a bit.
Parties now consist of 4 people, instead of 6. While I do have the drive to drag along as many of the companions as possible, to not miss their unique dialogs (at the very least), in a game like this there is still enough micromanaging to do with just 4 characters. It made me curious if they are going to keep this refined design for future titles, or if this was just something to make Tyranny more unique.
In a way this game reminded me of Witcher 2, because some decisions in W2 have such deep consequences, that the player ultimately needs another playthrough to experience the other half of the game. Tyranny offers a shorter campaign (“shorter” in comparison to Pillars), but has a lot more variables. Again, I can’t say if it was their goal to make people happy who want shorter games AND those players who like spending lots of time with the same title. If it was, they came as close to this as possible.
At first I had real problems understanding who all the various factions were (I thought there was so much lore right away, it was much harder to get into than Pillars) and what their goals were, but ultimately Tyranny did a good job at explaining it. Not every game makes me learn/remember all the names and little stories behind them. At the end of the game I knew almost everything the game had to say about groups like the Scarlet Chorus. I was really down with the motivations of all of these groups. A huge part, of why I was able to remember it so well, was probably that I actually got to meet most of these groups and had to actually “deal” with them eventually. Pillars on the other hand only mentioned lots of factions as part of the lore and worldbuilding, but they had no further relevance to the story, they remained something abstract.
So once again, Obsidian has learned from their previous game and did not merely introduce changes, but improvements.
The ending had me wondering if they are going to add to it (maybe even in the form of an expansion) or if this is supposed to be a one-off. I have to say it would work either way. The ending doesn’t necessarily “demand” a sequel, it just allows one.
Firaxis released a new patch for XCOM 2. The major change in it was that controller support was added, “only” 9 months after release of the game. I’m personally a keyboard/mouse player, but I still welcome any addition, many other players seemed to want it. Sadly, this update also added some bugs, which weren’t in the game before.
The weapon screen now has several weird buttons at the bottom, obviously belonging to the controller support – even if the player is only using kb+m. Another button which would allow switching to the next soldier’s weapon, has vanished. It really doesn’t look like this is how it’s intended to work.
The next “impossible to miss”-bug is on the squad loadout screen. Two of the buttons on the bottom have visually “merged”, although a bit is still visible – so it’s at least still usable.
I even deleted my config folder and ran yet another verify on the game, but the glitches persist.
While they are seemingly moving stuff around constantly, it doesn’t look like this will be fixed soon, or maybe even ever.
Another bug that annoys me, but was already present before this patch, is that the Alien Hunter DLC doesn’t trigger anymore for me. I still get the scanning option for the new weapons, but that’s it. Nothing else follows. Apparently there is another bug which can prevent Alien Hunter from triggering, namely if Shen’s Last Gift DLC is played before it, but I’m quite sure this isn’t the reason in my case. I’ve waited many ingame weeks (before starting Shen’s Last Gift), without results.