![]() NPCs (and new party members) present in the expansion are also able to comment on events outside of their own little area, so it doesn’t feel too ‘cut off’ or separate. It’s tough to say how ‘naturally’ the expansion will fit into the storyline of a new game, or for someone coming to the title fresh, but Obsidian have done a good job integrating some White March-specific dialogue for the existing party members. The White March has quite enough of those. These examples are rare, but make a welcome change from another ‘room of five or six enemies just stood around aimlessly’. In Cragholdt, a few enemies patrolled areas, allowing me to plan an opportune moment to attack and catch isolated foes in a fight. ![]() Though it was just a lone moment within Durgan’s Battery, one battle saw my adventurers flanked by archers and blocked to the front by more shielded opponents. There are early signs of encounter placement improving too. Certain enemies in the higher-level Cragholdt area are even outright immune to particular damage types, preventing some of the more rote, spell-based strategies. Countering enemy debuffs, reacting to their positioning, protecting the back line, and making sure my party were properly equipped to their strengths (it was easy to get a bit lazy before) all came into play. I can’t really speak for the people who found the ‘Path of the Damned’ difficulty setting too straightforward (I’m not that kind of RPG stat savant), but Normal now proved to be more of a tactical challenge. ![]()
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