What I DON'T want to see in the KotOR remake.
May 21, 2022 8:40:10 GMT
Phantom, Walter Black, and 1 more like this
Post by ergates on May 21, 2022 8:40:10 GMT
Here's a list of things that I really don't want to make an appearance.
Pointless, as I doubt any of the devs are reading this, and even if they were, most of the game's mechanics will be already coded by now... but it makes me feel better....
Long, unskippable cutscenes, that immediately throw you into a turret minigame afterward:.. Which involves an unexpected gameplay change, relying upon twitch reflexes, speed and reaction rather than tactical combat... and if you fail you must watch the same long, unskippable cutscene again.
'Labyrinth levels': Endless maze-like corridors with countless doors, many of which lead to the same area. Unknown World Temple - I'm looking at you! But there are many more examples in both KotoR 1 and 2. Hopefully the new versons of these areas will be a little more organic and 'realistic'.
Level scaling: Enemies that basically level up with you so that you never get a chance to feel super-powerful, as that Kath Hound you struggled with at level 7 will still kick your ass at level 20.
Checkpoint save system instead of quicksave/hard save: No, no no no no no no no! This could even be a deal breaker for me. Part of the fun of playing these kinds of games is reloading and experimenting with different outcomes. Checkpoint saves in RPGs do not work. Modern game developers are increasingly reluctant to implement quicksaves due to 'consolitis', but having to replay the same sections over and over again because you screwed up and the last checkpoint was 20 minutes ago utterly sucks, especially if you're like me and have limited time to play due to family/work commitments.
Timed missions: The occasional 'five minutes to diffuse a bomb' scenario makes sense as long as it's not ovedone but what I absolutely do not want to see is....."You have entered the Black Vulkar Base... timer initialised... countdown 15 minutes.....". Or indeed any kind of soft-timer or any other 'race against the clock' mechanics such as only having limited time to save the galaxy, forcing you to rush, and skip many side missions because doing so will cause you to run out of time unless you know the game well enough to do a perfect playthrough.
Ninjamances: Opaque, seemingly non-romance-related dialogue options that, if unwittingly chosen, lock you into an unintended romance with the party member. Ashley says hi.
Non-obvious point of no return: You open that seemingly innocent door, and you're suddenly thrown headlong into a long cutscene, the mission ends, something exciting happens, the ship blows up, and you can never go back... even though you left half of it completely unexplored.
Cut scene screws up tactics: This is the Dragon Age 2 scenario in which you carefully position your party in advance of the fight, get all your various buffs ready.... only to be immediately thrown into a cutscene, which, when over, leaves your entire party huddled around the boss, all your former efforts at tactical positioning wasted, and the first two minutes of the fight is a scramble to get everyone back into position, and prepared.
RNG loot: You really, really want that Jedi robe you had during your last playthough, but chances of getting it relay purely upon luck and the RNG gods, forcing you to either save scum next to a vendor, or just give up and live without it.
RNG crafting: Making the items you need requires several obscure ingredients that may or may not drop from certain enemies, forcing you to actually farm, so that the game feels more like an MMO. KotoR2's 'breakdown items for parts' was actually a far better system.
Difficulty dissonance: Many Bioware games suffer from this. Easy mode is so super-easy that you may as well not bother with your weapons, as just looking at enemies causes them to keel over, whereas Normal offers a decent challenge. 'Easy' should still be at least somewhat challenging to play, at least requiring you to use your basic combat abilities. Normal should be well balanced, and anything beyond that is hard, requiring tactics, strategy and skill. The super-easy version should ideally be included as 'story mode', and be a separate option for people who don't care about combat and just want to experience the story.
Graphical settings that force you to quit and reload the game in order to apply them: This obviously only applies to the PC Master Race.
Kamikaze companions: You know the ones? You're stopping to regain some health, take stock of your inventory or whatever, but Mission insists on raciing ahead to engage a group of Sand People who are specs on the horizon
That will do for now.