I haven't seen anything I could label a bug so far, unless it's something deep in the combat stats that I'm not noticing due to unfamiliarity. It has a very solid feel, like a game that's been in development for a long time (which it has been). The 3D engine might have been state-of-the art a few years ago, but it looks a little behind the curve now (at least compared to high-end PC games), which is a good thing, for those of us with older computers.
I did get one brief moment of choppiness in a melee combat scene (no magic, 3 in my party against maybe 6 or 7 enemy fighters), but I don't know if that's the game or something my computer was trying to do in the background outside the game. Still feels nice and smooth overall.
A few more quick impressions and comments. These lean a little on the negative side but nothing too serious. Just some minor gripes, and I'm still enjoying the game very much with my Mage just past the start of the main plot.
Bioware did a nice job with the camera, the clipping of ceilings in tight spaces, and the amount of scenery you can see at one time. I haven't had much time in open spaces yet... looks like it might still be a little tight to make effective use of an archery-based character, but we'll see. The world isn't seamless; there are disk loads between areas, but nowhere near as annoying as the constant loads in NWN2. Game save and load operations are very fast, even on my older computer. The game itself boots up quickly, and unloads from memory quickly. It seems to have a fairly light footprint for something this complex. I haven't noticed the arm/leg clipping issue Husar mentioned (I'm playing on PC).
A low-level party self-heals and recovers mana after a combat encounter very quickly. I mean, like within seconds. You don't have to stock up on mana potions for a mage like you did in the Flash game, and I'm accumulating lots of healing potions I'm not using, except once in a while during combat. Maybe recovery takes longer once you get to higher levels with larger stat pools to fill? It keeps the encounters moving along with no need to rest, but I wonder how the hardcore D&D fans will feel about this.
I bought it on Steam and there is no local manual. You don't need a manual to get started playing the game, but I miss having a manual for getting an overview of the different character development trees. Choices I'm making during leveling now in the early stages, may restrict what I can do later. I feel like I'm flying blind here. I don't hang out on the Bioware forums so I haven't been keeping track of how the RPG/leveling system works. Of course, this could turn out to be an "RPG" like Fallout 3 or Mass Effect where the choices don't matter, because you'll have enough points to just buy almost every skill and talent by the time you reach the end of the game. I hope that isn't the case. Boo, hiss! Bioware, for not including a PDF manual and forcing us to go online to scrape up the character tree info.
Speaking of restricted choices.... I know this isn't D&D and I'm trying not to make too many direct comparisons... but I'm getting the impression that this is a fairly loose, streamlined system for character development. I played through the Rogue intro just to see what it's like (and yes, totally different from the Mage, nice!), but it was odd to see a Rogue clanking around in light metal armor and being able to dual-wield right from the start.
Very minor spoiler, you'll know this if you've played through the Rogue intro:
Spoiler Alert, click show to read:
Part of the fun with a D&D-based game like Baldur's Gate and NWN is having to deal with so many restrictions on character development, which can lead to some interesting builds. Ignoring the way multi-classing tends to smear those categories, it's still something Ive enjoyed. At least at the beginning, this game feels maybe a little oversimplified... more like the way you make choices during leveling in WoW, or yes, Mass Effect. I don't know if that's a good or a bad thing. Maybe I'm too conditioned by previous D&D licensed games. It's probably good for game sales to a wide audience anyway.
Is there a way to force the character to walk? Your lead character and your party run everywhere, which is sometimes appropriate but often looks silly in areas where it isn't necessary. With a full party, there's a lot of herky-jerky activity with the party running and stopping, running and stopping behind my party leader. It's a little distracting.
I don't quite have a handle on how aggro works, but it doesn't seem to "lock" most enemies on the nearest target, or first person through the door. If I send a melee member of my party through a doorway first, then the rest of the group, a large group of enemy melee fighters will still swarm everyone about equally. Attacking an enemy that isn't attacking you (the character you're directly controlling) will make them turn and attack you, which is an interesting challenge for mage characters. There is an AI control to force your party members to protect the leader, but I haven't had enough combat yet with a group to get a feel for how well it's working.
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