The Neat Stuff List [potential spoilers]
Posted: Wed Apr 18, 2012 5:28 pm
- collecting my rocks and arrows after battle. Since they are finite, keeping track of them and collecting more became a game in itself. It also impacted my combat strategies, as I would change how I was attacking if I felt the ammo might end up temporarily unretrievable. Several times I jumped down into the unknown to rescue ammo that strayed during a battle.
- a contextual reason for why my characters don't separate... They are chained together.
- Wizardry-esque slimes
- crazy fast leaping spiders that made me jump the first time i was attacked by one
- freezing a mob and then trying to wail on it as much as I could before it came to
- an intuitive interface
- the dream speaker as a storytelling device
- treasure that has no function or resell value but still felt rewarding when I found it
- expansion and modding support as a core design decision and not an afterthought
- a lot of games try to either recapture or reboot a franchise/genre. LoG doesn't try, it succeeds.
- a contextual reason for why my characters don't separate... They are chained together.
- Wizardry-esque slimes
- crazy fast leaping spiders that made me jump the first time i was attacked by one
- freezing a mob and then trying to wail on it as much as I could before it came to
- an intuitive interface
- the dream speaker as a storytelling device
- treasure that has no function or resell value but still felt rewarding when I found it
- expansion and modding support as a core design decision and not an afterthought
- a lot of games try to either recapture or reboot a franchise/genre. LoG doesn't try, it succeeds.