Scattershot review (warning: WORDS WORDS WORDS)
Posted: Thu Apr 07, 2011 1:21 am
(For reference, this is based off of Beta 23 and played mostly using a dwarf berserker on 'roguelike' difficulty. A time of writing, I was level 29 and had just finished Dreadfell.)
The most significant mechanic that makes ToME 4 stand out is the use of COOLDOWNS FOR EVERYTHING. This does have a good impact on player tactics - you can't just spam attacks, offensive play needs to be balanced with defensive against stronger foes, and there tends to be a lot more movement and flow to battles rather than just standing still and hurling allegedly epic attacks at each other. Fighting a strong mob of enemies can require much more thought than a lot of other roguelikes, but ...
... in practise, this wasn't usually the case. Most dungeon encounters were trivial because I could just throw all my abilities at them; other limits (stamina) only became a problem in extended battles and resting between fights was very, very rarely a problem. Most roguelikes have a penalty for overusing abilities - be it a hard number of uses of ongoing problems like hunger - but these kinds of cost/benefit decisions are missing in ToME4. This leaves it with a little less depth to an average battle. Alternatively, giving enemies a much more aggressive AI to search out the player would force the player to consider the risk/reward of using up their talents at once.
And while mob situations were tactically challenging, most boss fights were straightforward. You just smack them with everything as your talents come back up. Maybe run away for a bit if their damage outweighs your healing. The only really interesting ones were those that could teleport or summon.
Equipment shuffling was engaging, with an impressive number of stats and resistance and such to choose between even from the first dungeon. Although it does feel kind of weird when NON-ego items are the rare finds. Color coding equipment based on value was a nice touch, it could have even used a couple of extra shades to judge the power at a glance. The rareness of some equip types felt off - it took me forever to find even a crappy cloak. Infusions/runes more or less function as equips but are much less interesting than they sounded in theory. I just know every character I play is going to end up with the same healing/regen/teleport setup.
The lack of scrolls, potions and all the usual consumables was a little disappointing. I understand that it focuses the gameplay on tactical battles rather than allowing the player to hoard heals and grind through tough fights, but at the cost of cutting out inventory resource management altogether. Trips back to town were boring (did the stores even ever restock?) and I ended up tediously dumping loot for the sake of the Power is Money talent. Aside from a few crappy wands, it also meant that the number of options open in battle was always the same comparatively small number of talents.
What is the POINT of the Orb of Scrying? Just take out the identifying system altogether, or you might as well give the player a Rock of Not Being A Rock (allows the character to automatically breathe) for all it adds to the game.
The talents ... are okay. On the upside: there are enough that my Generic Warrior Guy had interesting choices beyond 'hack up baddy' and 'slash up baddy', and you're able to play around with different opening focuses if you get killed a lot. On the downside: that each talent only equates to a single usable skill, the difference between each talent level can be very mild, half of them are passive, and you only get two points per level up ... progress feels painfully slow at times. It particularly hurts that you can't check how powerful a talent will be at max level until you're nearly there (makes for wasted points), and some of them are all but worthless at 1/5.
The end result of most of the above is that while an individual fight may be fun, very frequently (and regardless of how well I played) I'd come out of a string of them in the exact same shape with the exact same resources as before, except maybe now my spinning attack would do 10% more damage. It's not very satisfying.
Anyway. Enemy variety was good, particularly when I started getting hit by their talents and various status conditions. The wall of stats in your face when you look at them takes away some of the excitement of seeing new ones. Mind you, enemy levels felt really non-indicative of their power; often I could take down enemies whose levels much higher than my own (L13 me vs several L35 trolls who were in the middle of a large mob was the most extreme case), other times archers of lower level would take a serious bite out of my health in one turn. The dungeon level feelings were fairly useless for this reason.
And bosses give WAY too much exp, IMHO. All of the times I can recall nearly dying with my current character were vs mobs of standard enemies, usually in difficult quest events, but not against bosses.
Ally AI felt underdeveloped. They run straight into known traps, don't always step around obstacles to engage enemies, tend to flitter awkwardly around the end of your leash range ... Hopefully they'll be touched up in a later beta. Escort AI is obviously suicidal, but I guess that's kind of the point, LOL.
World map encounters were weaksauce. Dungeon traps were equally uninteresting - I can't recall ever being seriously hurt or threatened by one, and their effects were nothing special so far. The lore scattered around the place was nice. I mean it's no Legerdemain, but it was interesting if often predictable. Dreadfell's has been my favourite so far.
Achievements. Really? Really? This is a roguelike game; just beating the thing is an actual achievement, and pops up telling you that OMG LOOK AT ALL YOUR MONEYS are quite frankly patronising. Locking most of the starting options is not great either, especially without any indication of when/how they're unlocked. Natural progression is for early game content to unlock late game content ... but the way it is now, a player unfamiliar with roguelikes could get bored before even seeing most of the beginning game content. While the experienced player has to invest significant time in content they might be bored of (or just not as interested in) in order to try out a cool new class. It's not great.
The different starting locations were a nice touch. I felt a bit undirected after completing the first dungeon you're plonked in, though. You're given a list of possible locations to move onto, but I found that the first few I tried I had to back out of due to increasing danger. After I'd gained a few more levels I was able to take down a couple of bosses and explore more smoothly. The sandworm tunnels were neat at first, but kind of annoying when you just wanted to get to the stairs. The mazes were exactly as dull as they sounded, but the layout there was where I was first able to get used to taking down over-levelled enemies. Running from air bubble to air bubble in the Lake of Nur looked like it might have been awesome, but I'd found a helm of depths by that point SO WHATEVER. The variety of dungeon layouts is good. The ruined halfling complex was my favourite!
The temporal rift sequence was interesting. At the time, it felt like a bit of a dick move to spring on me, but the nature of the cooldown mechanics / lack of inventory resources means that you could actually get away with flinging the character around more often without screwing them over, or even feeling unfair if it was more commonplace.
The end of the slaving ring dungeon WAS a dick move, though. Way to take my gold and then do nothing because I'd killed the obvious boss monster in front of me. The event after leaving Dreadfell was both the kind of subversion that risks taking away the player's faith in core mechanics in a way that might seriously cause them to mess up later AND mean.
Technically speaking, the game ran fine most of the time (I use XP on a not-fantastic laptop). There were occasional lua errors (mostly regarding the brotherhood of alchemist quest), but nothing that crashed the game or screwed over the character. The engine did, however, hang FOREVER when entering previously visited towns or levels. In one case it literally took over ten minutes to start Old Forest 6. In addition to Legerdemain and Desktop Dungeons you are ALSO NOT DWARF FORTRESS and I would love to know what fantastic details you are actually processing here.
Oh, and the UI feels buggy and terrible. That is all I will say on that topic at this time.
~ OVERALL ~
ToME 4 is ... good? The mechanics are different enough that it's worth playing long enough to try out a few classes. But even putting aside the parts that are obviously still WIP, the game feels too dumbed down for me to enjoy in long playing sessions like eg. ADoM, and at the same time too slow for me enjoy in short playing sessions like eg. DoomRL. I am having fun with my buffed up, two-handed maiming whore, but ... there's no way I could bothered playing through the same class again if this one dies.
Still, looking forward to future releases!
The most significant mechanic that makes ToME 4 stand out is the use of COOLDOWNS FOR EVERYTHING. This does have a good impact on player tactics - you can't just spam attacks, offensive play needs to be balanced with defensive against stronger foes, and there tends to be a lot more movement and flow to battles rather than just standing still and hurling allegedly epic attacks at each other. Fighting a strong mob of enemies can require much more thought than a lot of other roguelikes, but ...
... in practise, this wasn't usually the case. Most dungeon encounters were trivial because I could just throw all my abilities at them; other limits (stamina) only became a problem in extended battles and resting between fights was very, very rarely a problem. Most roguelikes have a penalty for overusing abilities - be it a hard number of uses of ongoing problems like hunger - but these kinds of cost/benefit decisions are missing in ToME4. This leaves it with a little less depth to an average battle. Alternatively, giving enemies a much more aggressive AI to search out the player would force the player to consider the risk/reward of using up their talents at once.
And while mob situations were tactically challenging, most boss fights were straightforward. You just smack them with everything as your talents come back up. Maybe run away for a bit if their damage outweighs your healing. The only really interesting ones were those that could teleport or summon.
Equipment shuffling was engaging, with an impressive number of stats and resistance and such to choose between even from the first dungeon. Although it does feel kind of weird when NON-ego items are the rare finds. Color coding equipment based on value was a nice touch, it could have even used a couple of extra shades to judge the power at a glance. The rareness of some equip types felt off - it took me forever to find even a crappy cloak. Infusions/runes more or less function as equips but are much less interesting than they sounded in theory. I just know every character I play is going to end up with the same healing/regen/teleport setup.
The lack of scrolls, potions and all the usual consumables was a little disappointing. I understand that it focuses the gameplay on tactical battles rather than allowing the player to hoard heals and grind through tough fights, but at the cost of cutting out inventory resource management altogether. Trips back to town were boring (did the stores even ever restock?) and I ended up tediously dumping loot for the sake of the Power is Money talent. Aside from a few crappy wands, it also meant that the number of options open in battle was always the same comparatively small number of talents.
What is the POINT of the Orb of Scrying? Just take out the identifying system altogether, or you might as well give the player a Rock of Not Being A Rock (allows the character to automatically breathe) for all it adds to the game.
The talents ... are okay. On the upside: there are enough that my Generic Warrior Guy had interesting choices beyond 'hack up baddy' and 'slash up baddy', and you're able to play around with different opening focuses if you get killed a lot. On the downside: that each talent only equates to a single usable skill, the difference between each talent level can be very mild, half of them are passive, and you only get two points per level up ... progress feels painfully slow at times. It particularly hurts that you can't check how powerful a talent will be at max level until you're nearly there (makes for wasted points), and some of them are all but worthless at 1/5.
The end result of most of the above is that while an individual fight may be fun, very frequently (and regardless of how well I played) I'd come out of a string of them in the exact same shape with the exact same resources as before, except maybe now my spinning attack would do 10% more damage. It's not very satisfying.
Anyway. Enemy variety was good, particularly when I started getting hit by their talents and various status conditions. The wall of stats in your face when you look at them takes away some of the excitement of seeing new ones. Mind you, enemy levels felt really non-indicative of their power; often I could take down enemies whose levels much higher than my own (L13 me vs several L35 trolls who were in the middle of a large mob was the most extreme case), other times archers of lower level would take a serious bite out of my health in one turn. The dungeon level feelings were fairly useless for this reason.
And bosses give WAY too much exp, IMHO. All of the times I can recall nearly dying with my current character were vs mobs of standard enemies, usually in difficult quest events, but not against bosses.
Ally AI felt underdeveloped. They run straight into known traps, don't always step around obstacles to engage enemies, tend to flitter awkwardly around the end of your leash range ... Hopefully they'll be touched up in a later beta. Escort AI is obviously suicidal, but I guess that's kind of the point, LOL.
World map encounters were weaksauce. Dungeon traps were equally uninteresting - I can't recall ever being seriously hurt or threatened by one, and their effects were nothing special so far. The lore scattered around the place was nice. I mean it's no Legerdemain, but it was interesting if often predictable. Dreadfell's has been my favourite so far.
Achievements. Really? Really? This is a roguelike game; just beating the thing is an actual achievement, and pops up telling you that OMG LOOK AT ALL YOUR MONEYS are quite frankly patronising. Locking most of the starting options is not great either, especially without any indication of when/how they're unlocked. Natural progression is for early game content to unlock late game content ... but the way it is now, a player unfamiliar with roguelikes could get bored before even seeing most of the beginning game content. While the experienced player has to invest significant time in content they might be bored of (or just not as interested in) in order to try out a cool new class. It's not great.
The different starting locations were a nice touch. I felt a bit undirected after completing the first dungeon you're plonked in, though. You're given a list of possible locations to move onto, but I found that the first few I tried I had to back out of due to increasing danger. After I'd gained a few more levels I was able to take down a couple of bosses and explore more smoothly. The sandworm tunnels were neat at first, but kind of annoying when you just wanted to get to the stairs. The mazes were exactly as dull as they sounded, but the layout there was where I was first able to get used to taking down over-levelled enemies. Running from air bubble to air bubble in the Lake of Nur looked like it might have been awesome, but I'd found a helm of depths by that point SO WHATEVER. The variety of dungeon layouts is good. The ruined halfling complex was my favourite!
The temporal rift sequence was interesting. At the time, it felt like a bit of a dick move to spring on me, but the nature of the cooldown mechanics / lack of inventory resources means that you could actually get away with flinging the character around more often without screwing them over, or even feeling unfair if it was more commonplace.
The end of the slaving ring dungeon WAS a dick move, though. Way to take my gold and then do nothing because I'd killed the obvious boss monster in front of me. The event after leaving Dreadfell was both the kind of subversion that risks taking away the player's faith in core mechanics in a way that might seriously cause them to mess up later AND mean.
Technically speaking, the game ran fine most of the time (I use XP on a not-fantastic laptop). There were occasional lua errors (mostly regarding the brotherhood of alchemist quest), but nothing that crashed the game or screwed over the character. The engine did, however, hang FOREVER when entering previously visited towns or levels. In one case it literally took over ten minutes to start Old Forest 6. In addition to Legerdemain and Desktop Dungeons you are ALSO NOT DWARF FORTRESS and I would love to know what fantastic details you are actually processing here.
Oh, and the UI feels buggy and terrible. That is all I will say on that topic at this time.
~ OVERALL ~
ToME 4 is ... good? The mechanics are different enough that it's worth playing long enough to try out a few classes. But even putting aside the parts that are obviously still WIP, the game feels too dumbed down for me to enjoy in long playing sessions like eg. ADoM, and at the same time too slow for me enjoy in short playing sessions like eg. DoomRL. I am having fun with my buffed up, two-handed maiming whore, but ... there's no way I could bothered playing through the same class again if this one dies.
Still, looking forward to future releases!