Project Gorgon is probably the one Kickstarter game that seems to keep on track with what everyone that likes it wants. The game has been 100% free most of the development time, other than people who kickstarted it. I'm going to support them the second it hits steam, I really wanted to for a long period of time but they don't have the normal sales up, just the bigger bundles.
It's done by a small team, I think of two. It looks very good for a team of two.
Coupled with the fact that it's an indy game, I wouldn't go expecting Black Desert. It does have some really nice design elements though with, in my opinion, the exception of the cow curse nonsense. That's just unnecessary in my book.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
My main issue aside from not looking triple A is the combat. i have not seen a single game since my FFXI days where the combat has not felt completely handcuffed.
When i see people posting videos up of some Boss kill,i just laugh because the ONLY marginal difference from player to player is the use of addons. All these games you feel like you could do the combat blindfolded that is how much you as a player matter,it is always about the gear. Gorgon is exactly like that,handcuffed,limited in what you can do..
In FFXI the difference is the abilities allowed you to cycle through MANY to keep dps going and keep mana up,you never felt like oh boy i am done for now unless the fight was way out of hand from the start.
In Gorgon and similar games ,you can see from the very first few seconds if that Boss is going to down or even damage.Now things may have changed back to the original design that was "OK"not quite what i like to see but was doable.However when i left,i just felt like combat being so handcuffed was not fun at all,i like to ALWAYS feel like i am personally that character and not some computer code determining the outcome.
What i am talking about is having a LOT of abilities ,to CONTROL the combat,so example maybe 15 seconds of Sleep,5 seconds of Stun,30 seconds of gravity,Slow,Paralyzed etc etc.if you have enough tools in your tool shed and space them out nicely you can control the combat and not the combat controlling you.
Never forget 3 mile Island and never trust a government official or company spokesman.
It's done by a small team, I think of two. It looks very good for a team of two.
Coupled with the fact that it's an indy game, I wouldn't go expecting Black Desert. It does have some really nice design elements though with, in my opinion, the exception of the cow curse nonsense. That's just unnecessary in my book.
Some people, including me prefer this kind of graphics than BDO pop in / texture clipping graphics.
Pretty much every game i have played makes abilities VERY superficial when they do give them to you.Like a STUN might last 1.5 secs lmao,why bother?Or in ALL cases some mez only lasts until you do dmg and to make things worse,MOST bosses are immune to all your good abilities,so why give them to me if your going to just take them away,it is not like we need any abilities to kill trash mobs.
Never forget 3 mile Island and never trust a government official or company spokesman.
Ok wait, according to their shop page with high priced founders packs (75$ for the base, 1000$ for the max) it says they're going to be charging 39.99 for this game as retail price?!
And they have a donation page on the site, sweet baby jesus. That's pretty much triple A pricing right there!
This better be a bugless old-school golden masterpiece for that price.
I'll check it out again. . had some neat features other games don't.. . . NWN Enhanced. . this and Sea of Thieves might keep me busy. Is it sad that it is those releases that get me excited. . an old game. . an old styled game and a fairy shallow but fun game. . . .
After 3 monthes on PG in Alpha here's my feedback (from a player with a 17 years mmo history) :
- Flow :
This game offers the incredible variety and freedom allowing to stand exactly where one wants to in one's confort zone (most likely, at the limit of it), by doing any kind of activity one feels like doing. While still making progress towards one's current top priority (because, for instance, skills have synergies). That flexibility enables to reach impeccable flow.
Also various systems enable to keep making progress while multitasking (I can do rl work while gardening for instance) or while being offline.
- Stimulation:
Be it about solving riddles, finding things and how to unlock / achieve them, be it about organizing your logistics, theorycrafting and min maxing the incredible amount of battle Skills and equipment mods for any situation, or be it when fighting your way through wildlife or open-world dungeons, prepare for challenge... If you've been loving Zeldas (especially the old ones), Minecraft, T4C, UO, Pokemon : this may very well be another gem for you.
The offered Flexibility and Stimulation make the game feel extremely entertaining and rewarding to me - iow, satisfying.
- Graphics :
They're not the most agreable thing in PG. They look outdated, the chara design is nothing short of terrible for bodies / hair / elven faces. Also, optimizations are needed.
But : #1 major upgrades are planned #2 Minecraft, anyone ?
I personnaly stop noticing the graphic issue a soon as I'm immersed into the game.
- PVM :
Bosses are not immune to your cc skills (unless it is one of their specific traits), you can read about their damage type beforehand thanks to the Anatomy skill and strategically plan your approach. (Or come back in a few -rather long at first- levels and use brute force.) For instance, most ennemies are immune (or almost) to some damage type, vulnerable to others, and some are invulnerable until stunned / knocked back. Preparing well drastically lowers the combat Skill level required to beat ennemies and makes for very fun solo experiences (for me, at least).
- PVM #2 :
There's a mechanic that generates power/ health / armor every 14 seconds in combat, whose amounts can be modified, so it's possible to create templates enable to sustain illimited fighting time
- Skills :
You raise them by using them and have various ways of acquiring these Skills' Abilities. Any combat Skill that you choose can deal at least two different types of damage and you can have two active combat Skills. Most Skills have a kind of heal / cc / aoe / sprint speed bonus Ability but each Skill definitely has its applications. Gear modding has a huge impact on Abilities' outcome. Did I mention that you can raise all Skills to the max with only one char and switch template (Skill, gear and hotkeys) between fights ?
- PVM #3 + GUI :
The GUI is highly customizable.
It's a tab-target type of mmo, not an action one. But I've been playing it without a mouse (using my trackpoint and touch screen at occasions) with success.
- PVP :
One key information is that even though it's an open world mmo (iow all missions aren't chained in a specific order - among other things), this one is no-pvp. (It's the only no pvp oriented open world mmo I could find and it was quite well hidden .) Pvp can be done but in specific areas, and frankly there aren't much people there because that's not what most of PG's players are looking for. Because of that :
- Social aspect :
There is very little competition among players. The world offers enough resources for all of us, we can all explore, collect, (struggle x) ) and progress in parallel. Bosses loot specific loots for each player. We're all about supporting each other in just the right amount and ways in order to preserve / enhance the fun ! This is the most intelligent and heart-warming community I have had the privilege to play with ever since I played T4C in the 2000's. Ages during Alpha seemed to range between 30-60.
- Social aspect #2 + pvm :
Thanks to the dungeons being open-world, there is no need to research and wait for a full party before visiting them, just get there and you will most likely find someone to fight with if you want to. Loots are not unique to bosses, you have many ways to obtain them so you rarely *have* to kill one specific boss at one specific time, you can just choose your moment for a nice challenging and / or fruitful solo or group dungeon incursion. Unbeat bosses leave nasty curses so intrepid players can need help from the most experienced to remove them. And boss respawn time feels like "fast enough" to me.
- Social aspect #3 :
A lot of resources collectible by low skilled (iow with a low number of lvls in that skill) players keep being useful for highly skilled ones, and many bonus generating items crafted by highly skilled players are publicly displayed and usable by lowly skilled ones. High level players dwell in all areas of the game, low level players can access the higher zones early with some challenge. Players can issue work order among themselves. Social bridges are pretty much everywhere.
- Social aspect #4 + art :
Sandra and Eric actually managed to bring art into a mmo. Playing music instruments and dancing in synchronicity with enough players bring major long lasting bonuses to everyone around. And once a week we gather to declaim / listen to and feedback on player's poetry creations which brings great bonuses as well. (After that we drink into a collective cauldron offering yet other powerful - and often "wtf" - effects. This guild-initated event ends up being a quite entertaining way to finish the week - music, dancing, puns and kegs are not forgotten ;P). The door to the organization of yet other great events by players is opened.
- Depth and Humor :
Animal forms are a blast. You haven't really laughed until you have seen those newbies mooing their distress on Global after their first meeting with Maronesa :'). And those endearing NPC (whose name we actually remember) drop quite exhilarating / mind-blowing lines - I've been conjecturing that the conceptors have an original, brilliant reflexion on life.
- So many unexpected and entertaining details :
>The "what to do ?" list with various hint levels
>The in game notepad and the pins on the map
>Words of power
>Animal forms dances and speech modifications
>Augury
>Surveying, Calligraphy, Meditation...
>Boss curses (such as Timmy's Yoda curse...)
>Climb over your pal's heads :P
>Treat your friends' broken bones at the well after the yetis bounced them over the rocks
They're everywhere really - the details, not the yetis.
- End-game :
A lot of players in Alpha have been there for years and seem to still be having fun unlocking content (there is so much to do), helping track game issues (who feel more like easter eggs most of the times) and enjoying the community.
I hope I managed to do justice to what appears to me like a rare jewel of a game.
Feel free to say hi in game if you decide to give it a try.
NelOdCiegh
(This text became pretty long, I'm probably going to make a review out of it.)
It's done by a small team, I think of two. It looks very good for a team of two.
Coupled with the fact that it's an indy game, I wouldn't go expecting Black Desert. It does have some really nice design elements though with, in my opinion, the exception of the cow curse nonsense. That's just unnecessary in my book.
The cow curse was replaced with a big head curse. Your head becomes to big to wear a helmet but you gain a buff to mana regeneration. That regeneration can be really helpful when starting out.
You can still get the cow curse but it isn't on the starter isle any more.
"I used to think the worst thing in life was to be all alone. It's not. The worst thing in life is to end up with people who make you feel all alone." Robin Williams
each to their own, but this is nothing more than a cash grab, something many developers in this industry have become accustomed to doing to the consumers in the game industry. I mean someone even mentioned 20 dev team needing 20 millions...so now coders and artists require 200k a year salaries?
This is a farce would never participate in it and anyone else that does just sets back this industry even further. The industry wont improve until you hold them up to better standards and value for your money.
I look forward to the news in 18 months of how the PG server is shutting down. There are many graphically inept games out right now that offer "deep" game play including numerous muds this is just a rehash. This is why we get "remastered" versions of games from 2002 like neverwinter instead of new games.
Visually you can buy every asset/animation in pg for about 1500 bucks off the unreal store.
Hmm.... dunno, these graphics feel very 1999/EQ1. If the game is amazing then that could be ok, but I'm pretty skeptical.
Hyperbolic take a look:
VS
PG is certainly not up to date but is far ahead of EQ 1999 graphics wise.
If he's said they looked like EQ, I'd agree it's hyperbole, but - I agree with the feeling part. They're not terrible, but they have that EQ feel to them.
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Coupled with the fact that it's an indy game, I wouldn't go expecting Black Desert. It does have some really nice design elements though with, in my opinion, the exception of the cow curse nonsense. That's just unnecessary in my book.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
i have not seen a single game since my FFXI days where the combat has not felt completely handcuffed.
When i see people posting videos up of some Boss kill,i just laugh because the ONLY marginal difference from player to player is the use of addons.
All these games you feel like you could do the combat blindfolded that is how much you as a player matter,it is always about the gear.
Gorgon is exactly like that,handcuffed,limited in what you can do..
In FFXI the difference is the abilities allowed you to cycle through MANY to keep dps going and keep mana up,you never felt like oh boy i am done for now unless the fight was way out of hand from the start.
In Gorgon and similar games ,you can see from the very first few seconds if that Boss is going to down or even damage.Now things may have changed back to the original design that was "OK"not quite what i like to see but was doable.However when i left,i just felt like combat being so handcuffed was not fun at all,i like to ALWAYS feel like i am personally that character and not some computer code determining the outcome.
What i am talking about is having a LOT of abilities ,to CONTROL the combat,so example maybe 15 seconds of Sleep,5 seconds of Stun,30 seconds of gravity,Slow,Paralyzed etc etc.if you have enough tools in your tool shed and space them out nicely you can control the combat and not the combat controlling you.
Never forget 3 mile Island and never trust a government official or company spokesman.
Never forget 3 mile Island and never trust a government official or company spokesman.
In a nutshell ... Deep on game play and features, shallow on graphics and animations.
I say finally, kick ass game from a kick ass developer. Supported them twice and will get it on Steam asap.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
But do you really think any publisher would throw 20 million at this?
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
This game looks super modern compared to "A Tale in the Desert"... which I just subbed to for the next 2 years at $180, lmao
But that's the price for a really interesting little "boutique" game with a tiny playerbase !
Ok wait, according to their shop page with high priced founders packs (75$ for the base, 1000$ for the max) it says they're going to be charging 39.99 for this game as retail price?!
And they have a donation page on the site, sweet baby jesus. That's pretty much triple A pricing right there! This better be a bugless old-school golden masterpiece for that price.Wa min God! Se æx on min heafod is!
After 3 monthes on PG in Alpha here's my feedback (from a player with a 17 years mmo history) :
- Flow :
This game offers the incredible variety and freedom allowing to stand exactly where one wants to in one's confort zone (most likely, at the limit of it), by doing any kind of activity one feels like doing. While still making progress towards one's current top priority (because, for instance, skills have synergies). That flexibility enables to reach impeccable flow.
Also various systems enable to keep making progress while multitasking (I can do rl work while gardening for instance) or while being offline.
- Stimulation:
Be it about solving riddles, finding things and how to unlock / achieve them, be it about organizing your logistics, theorycrafting and min maxing the incredible amount of battle Skills and equipment mods for any situation, or be it when fighting your way through wildlife or open-world dungeons, prepare for challenge... If you've been loving Zeldas (especially the old ones), Minecraft, T4C, UO, Pokemon : this may very well be another gem for you.
The offered Flexibility and Stimulation make the game feel extremely entertaining and rewarding to me - iow, satisfying.
- Graphics :
They're not the most agreable thing in PG. They look outdated, the chara design is nothing short of terrible for bodies / hair / elven faces. Also, optimizations are needed.
But :
#1 major upgrades are planned
#2 Minecraft, anyone ?
I personnaly stop noticing the graphic issue a soon as I'm immersed into the game.
- PVM :
Bosses are not immune to your cc skills (unless it is one of their specific traits), you can read about their damage type beforehand thanks to the Anatomy skill and strategically plan your approach. (Or come back in a few -rather long at first- levels and use brute force.) For instance, most ennemies are immune (or almost) to some damage type, vulnerable to others, and some are invulnerable until stunned / knocked back. Preparing well drastically lowers the combat Skill level required to beat ennemies and makes for very fun solo experiences (for me, at least).
- PVM #2 :
There's a mechanic that generates power/ health / armor every 14 seconds in combat, whose amounts can be modified, so it's possible to create templates enable to sustain illimited fighting time
- Skills :
You raise them by using them and have various ways of acquiring these Skills' Abilities. Any combat Skill that you choose can deal at least two different types of damage and you can have two active combat Skills. Most Skills have a kind of heal / cc / aoe / sprint speed bonus Ability but each Skill definitely has its applications. Gear modding has a huge impact on Abilities' outcome. Did I mention that you can raise all Skills to the max with only one char and switch template (Skill, gear and hotkeys) between fights ?
- PVM #3 + GUI :
The GUI is highly customizable.
It's a tab-target type of mmo, not an action one. But I've been playing it without a mouse (using my trackpoint and touch screen at occasions) with success.
- PVP :
One key information is that even though it's an open world mmo (iow all missions aren't chained in a specific order - among other things), this one is no-pvp. (It's the only no pvp oriented open world mmo I could find and it was quite well hidden .) Pvp can be done but in specific areas, and frankly there aren't much people there because that's not what most of PG's players are looking for. Because of that :
- Social aspect :
There is very little competition among players. The world offers enough resources for all of us, we can all explore, collect, (struggle x) ) and progress in parallel. Bosses loot specific loots for each player. We're all about supporting each other in just the right amount and ways in order to preserve / enhance the fun ! This is the most intelligent and heart-warming community I have had the privilege to play with ever since I played T4C in the 2000's. Ages during Alpha seemed to range between 30-60.
- Social aspect #2 + pvm :
Thanks to the dungeons being open-world, there is no need to research and wait for a full party before visiting them, just get there and you will most likely find someone to fight with if you want to. Loots are not unique to bosses, you have many ways to obtain them so you rarely *have* to kill one specific boss at one specific time, you can just choose your moment for a nice challenging and / or fruitful solo or group dungeon incursion. Unbeat bosses leave nasty curses so intrepid players can need help from the most experienced to remove them. And boss respawn time feels like "fast enough" to me.
- Social aspect #3 :
A lot of resources collectible by low skilled (iow with a low number of lvls in that skill) players keep being useful for highly skilled ones, and many bonus generating items crafted by highly skilled players are publicly displayed and usable by lowly skilled ones. High level players dwell in all areas of the game, low level players can access the higher zones early with some challenge. Players can issue work order among themselves. Social bridges are pretty much everywhere.
- Social aspect #4 + art :
Sandra and Eric actually managed to bring art into a mmo. Playing music instruments and dancing in synchronicity with enough players bring major long lasting bonuses to everyone around. And once a week we gather to declaim / listen to and feedback on player's poetry creations which brings great bonuses as well. (After that we drink into a collective cauldron offering yet other powerful - and often "wtf" - effects. This guild-initated event ends up being a quite entertaining way to finish the week - music, dancing, puns and kegs are not forgotten ;P). The door to the organization of yet other great events by players is opened.
- Depth and Humor :
Animal forms are a blast. You haven't really laughed until you have seen those newbies mooing their distress on Global after their first meeting with Maronesa :'). And those endearing NPC (whose name we actually remember) drop quite exhilarating / mind-blowing lines - I've been conjecturing that the conceptors have an original, brilliant reflexion on life.
- So many unexpected and entertaining details :
>The "what to do ?" list with various hint levels
>The in game notepad and the pins on the map
>Words of power
>Animal forms dances and speech modifications
>Augury
>Surveying, Calligraphy, Meditation...
>Boss curses (such as Timmy's Yoda curse...)
>Climb over your pal's heads :P
>Treat your friends' broken bones at the well after the yetis bounced them over the rocks
They're everywhere really - the details, not the yetis.
- End-game :
A lot of players in Alpha have been there for years and seem to still be having fun unlocking content (there is so much to do), helping track game issues (who feel more like easter eggs most of the times) and enjoying the community.
I hope I managed to do justice to what appears to me like a rare jewel of a game.
Feel free to say hi in game if you decide to give it a try.
NelOdCiegh
(This text became pretty long, I'm probably going to make a review out of it.)
You can still get the cow curse but it isn't on the starter isle any more.
This is a farce would never participate in it and anyone else that does just sets back this industry even further. The industry wont improve until you hold them up to better standards and value for your money.
I look forward to the news in 18 months of how the PG server is shutting down. There are many graphically inept games out right now that offer "deep" game play including numerous muds this is just a rehash. This is why we get "remastered" versions of games from 2002 like neverwinter instead of new games.
Visually you can buy every asset/animation in pg for about 1500 bucks off the unreal store.