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Old 04-08-2005, 08:17 AM
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fable fable is offline
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Quote:
Originally Posted by Buck Satan
My biggest gripe about NPC dialogue was having to scroll back to read anything more than a few lines of text, especially when an NPC would fire out a novel of text in one shot.
To be honest, I've never thought of Bradley's writing as impressive. He can do humor well, but when he tries getting profound he just becomes turgid and longwinded. And then there was that one major area in Wizardry VII where he attempted pseudo-Shakespearean English on a massive scale: it is the worst-written material in a game that I've ever come accross. And I've played a huge amount since 1980. I've even posted excerpts with detailed analysis of all their flaws when I was working in an MMORPG, as examples of how *not* to do Renaissance English.

It wasn't the best first-person party-based RPG ever made, but I thought it was solid and earned its claim of "120 hours of play time". With recent RPGs barely hitting 20 or 30 hours, that game was far bigger than anything produced now days, and I'm hoping Dungeon Lords will offer a similar experience.

Given that I had to (as noted in my previous post) return frequently to areas I'd cleaned out in order to retrieve artifacts that *should* have been in rooms I'd visited before, but weren't because the quests weren't triggered yet, I honestly can't claim the 120 hours was accurate. Still, it was a large game, well-structured, and I only hope Bradley gets rid of the no-time-to-think action elements which also annoyed me in W&W, and ultimately led to my abandoning the title. But PR leads me to think that won't be the case in Dungeon Lords.
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Last edited by fable; 04-08-2005 at 04:40 PM.
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