Sashanan--I enjoyed these 3 reviews, but in #3 I think you got caught up in something I've fallen prey to, mainly that the further I went in reviewing some games in the series, the more I felt obliged to say, because the game -should- be more complex, and the review needs to stand up to that, right? So I think if you get the rewriting bug, that'd be the best one to fix.
You link the game up well with other games in the series, but there's lots of potential to cut stuff down, and I can see a lot of phrases that get reused between the reviews. This is very hard to weed out, because some are at the heart of what the series is about. They have to stay. I'm having a similar problem with the Magic Candle series.
Dunno if I should've emailed this to you, but I'm also curious how other people go approaching reviews of games in a series, what problems they've had, etc. Is it beneficial/detrimental to do things at once? Or even best to enforce a break of a few months?
I'd also be curious if the maps were randomly generated like Moria or not. Maybe each review could compare Moraff to a different series? Many deep dungeon games do generate randomly. Anyway--suggestions below.
Original:
It is obvious after playing Dungeons of the Unforgiven for a while that the main point the game was hoping to address was the lack of challenge in Moraff's World. World was a fine game but for the most part, rather easy to complete. It was occasionally tough to get a new character started, but once you got through the first few levels, you quickly outgrew your enemies, learned some pretty powerful spells and could then zoom through enemies of much higher levels than you, gaining experience at a frightful pace. I frequently would take a lvl 20 character as deep into the dungeon as my Descend magic would let me go, slay a few monsters with direct damage spells, and bug out with Ascend magic when my spell point supply ran low - only to instantly become lvl 40 or 50 after a night at the inn. This was World's only real problem, and Dungeons of the Unforgiven takes several steps to try and address this.
New:
something like
DotU is, like its name, unforgiving. This is probably an overreaction to Moraff's World which is, after some initial troubles, far too generous with levels. As level 20, my character went several levels deeper in the dungeon than last time, used up his kill spells, cast an Ascend spell, and jumped to level 40. In DotU, [next paragraph, cut a bit maybe]
Also, you mention the switch to the first-person view and have a few sentences, but then you say it's only a minor irritation. Your points are convincing, and they flow well, but they dedicate a bit too much time to this minor irritation!
You link the game up well with other games in the series, but there's lots of potential to cut stuff down, and I can see a lot of phrases that get reused between the reviews. This is very hard to weed out, because some are at the heart of what the series is about. They have to stay. I'm having a similar problem with the Magic Candle series.
Dunno if I should've emailed this to you, but I'm also curious how other people go approaching reviews of games in a series, what problems they've had, etc. Is it beneficial/detrimental to do things at once? Or even best to enforce a break of a few months?
I'd also be curious if the maps were randomly generated like Moria or not. Maybe each review could compare Moraff to a different series? Many deep dungeon games do generate randomly. Anyway--suggestions below.
Original:
It is obvious after playing Dungeons of the Unforgiven for a while that the main point the game was hoping to address was the lack of challenge in Moraff's World. World was a fine game but for the most part, rather easy to complete. It was occasionally tough to get a new character started, but once you got through the first few levels, you quickly outgrew your enemies, learned some pretty powerful spells and could then zoom through enemies of much higher levels than you, gaining experience at a frightful pace. I frequently would take a lvl 20 character as deep into the dungeon as my Descend magic would let me go, slay a few monsters with direct damage spells, and bug out with Ascend magic when my spell point supply ran low - only to instantly become lvl 40 or 50 after a night at the inn. This was World's only real problem, and Dungeons of the Unforgiven takes several steps to try and address this.
New:
something like
DotU is, like its name, unforgiving. This is probably an overreaction to Moraff's World which is, after some initial troubles, far too generous with levels. As level 20, my character went several levels deeper in the dungeon than last time, used up his kill spells, cast an Ascend spell, and jumped to level 40. In DotU, [next paragraph, cut a bit maybe]
Also, you mention the switch to the first-person view and have a few sentences, but then you say it's only a minor irritation. Your points are convincing, and they flow well, but they dedicate a bit too much time to this minor irritation!
My principal said, 'Emo, Emo, Emo.'
I said 'I'm the one in the middle, you lousy drunk!'
-- Emo Phillips
I said 'I'm the one in the middle, you lousy drunk!'
-- Emo Phillips
