Just finished it tonight... Took 28 hours according to steam. The overall impression was really good and I would definitely buy future DLCs or whatever they come up with, should they chose to make any. This will probably be a ridiculously long post.
GOOD:
- Simple, yet unique and addicting gameplay
Most of the different types of gameplay (combat, puzzles, exploring, etc) in LoG have a charm of their own and although it might be simple, it's very solid, enjoyable and addicting.
- For the most part great puzzles
Very creative and a good mix of different types of puzzles. Difficult, but not too difficult. The secret levels were great.
- Opportunities for loads of future content
Levels, races, classes, skills, spells, dungeons, monsters, items. Solid game to build upon.
- LoG stays true to itself.
The game is everything it promises to be, which many other games now a days can't live up to.
BAD:
- Movement (speed) of the camera / first person view
After spending hours upon hours trying to find hidden / secret buttons, my head got kinda dizzy. Moving along the wall(s) turning right, then left, moving one step ahead and doing the same thing over and over again wasn't pleasant... I think it has something to do with how the camera moves... it's very fast.. at least for me. Had to take a break after every couple of hours - which of course probably is a good thing
Even though finding secrets and hidden items was fun, the experience was dizzying to me.
- XP
This probably needs a bit of work. My party consisted of 1 tank, 1 fighter, 1 rouge and 1 mage. I specialized the Tank in Armors, since it seemed like the ideal choice for a Tank (didn't regret it). But the problem was, he was so bad at hitting monsters. So for him to get full XP I had to wait until he hit an enemy.. which sometimes could take a while.
Another problem with the current XP system, is when the party is fighting more than 1 monster at a time. Often, you wont have time to do much - especially if you're surrounded. You don't have time to get all your 4 party members to hit more than 2 monsters... usually... so they miss out on a lot of XP. I often loaded my last save, just so I could get the full XP.
- A few puzzles were tedious
I guess not all of the puzzles can be fantastic. Many were, but some were very frustrating.
- End game boss
There are already major spoilers in this thread, so let's just say the end boss wasn't a joy to fight. The idea behind it was great, up until the time the random monster spawns.
Obviously the final boss needs to be difficult to defeat in a game like this, but the end fight could have been done slightly better.
- Weird Item bonuses / Dual Wield
When I equip my Ogre Hammer it only gives me +14 accuracy... I went from -4 to 10... - it's a +20 bonus on Ogre Hammer. (ok... apparently I need glasses).
Also... Make it possible to attack with one weapon in each hand... or at least give some attack bonus when having two weapons equipped.
FUTURE IMPROVEMENTS:
- LoG needs a better balance between Races, Classes & Items
For the most part, the current system is fine. But there is definitely room for improvement. Dex has nothing to do with missile weapons / damage? Str is all a ranged rouge needs? Minotaurs are the best rouges? It sounds silly imo. A missile weapon like a bow or a crossbow ALWAYS hit. And a rogue with the Missile Weapons skill don't need any other skill. It's one of the few classes who can max out on one skill and be very successful. They get very powerful later on I discovered around midgame. They have really fast attack speed, have decent crit dam (with later perks), MUCH easier to handle than mages and fire TWO arrows at a time that ALWAYS hit? Shiiiiiiiiiiiiiiiiiiit. That sounds pretty awesome... but probably over powered too. I wish I had made my rogue a Minotaur with max Str, the Head Hunter (+3 AP for every skull) and Aggressive traits. That would have been one mean ranged rogue.
Even without that, my Lizard rogue with max Dex did a TON of damage and was by far the main damage dealer. So much actually, that to get my other party members enough XP, he could only shoot 1 time at a monster if I had to be safe (unless with the toughest monsters).
Currently there are absolutely no real downside to the ranged rogue. There are no Dex requirements for any of the bows... which further proves you don't really need Dex at all to be a good ranged rogue. Actually... having Dex on ranged rogues is a DISadvantage, which makes no sense.
During my playthrough I compared the rogue to my mage character. Went heavy Ice Magic at first, then some Spellcraft. When I discovered that the Lizzards were immune to Ice, I started leveling him in Fire Magic. He ended the game with 22 Fire Magic, 33 Ice Magic and 18 Spellcraft.
Ice Magic is good for freezing enemies... which was almost all he was good for. Maybe if I'd taken Ice Magic to 50 instead, he'd be better... but I feared he'd be useless in the endgame if he'd only had 1 school of magic.
What really stands out with mages is if you have to fight more than 1 monster. Then casting spells suddenly become much more hurried and stressful. Comparing that to the ranged rogue, who doesn't use mana and have a one button attack that fires two arrows... the mage class gets owned pretty hard.
The Fighter Class is mostly well done I think. Don't have many issues here.
Then onto the Items. I liked the two different armor sets (heavy and light). I didn't like the weapon choices, though. SO many unique swords and so few axes / maces / missile weapons. And of course I didn't choose the Sword Skill for any of my fighters. Wish I had...
A few more options when choosing items would be nice.
I'd also be pleased, if we'd get 5 Skill Points pr. level instead of 4. Not a huge difference, but I barely got to max one skill. I like the fact, that you can't just all max and have to choose... but 5 SP pr. level would be great.
- Issue Commands / Tactic List
This would be a very nice addition. With inspiration from Dragon Age (and their predecessors), a simple, easy tactic list would be nice.
Mainly for drinking potions. Would make the game easier, but with no hotbars, drinking potions in a battle can be quite hectic and usually leads to missed attack opportunities.
Could work for mages and preparing spells too... like 'If you see a ranged enemy, prepare "X" spell'.
Not sure if this could be made into the game.. But I feel like something has to be done about not having hot bars / quick slots etc... that goes mostly for mages, though.
Or... you could add something to the Spellcraft skill. Like every 7 levels of Spellcraft, your mage can 'remember' his spell 1 extra time. So if you had 21 Spell Craft, you could fire 3 Frost Bolts without having to 'redraw' the formula. That would probably be an easy fix.
That's it for now I guess..