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the voice acting was below i thought, ashame since so much of the game was top notch. the campaign didn't drag on at all which is nice and the quests were much better than from what i remember of the original.
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it was great and like all the spellforce games they have to me the best fantasy music save the gothic series. needless to say i didn't really like the spellforce 2 demo for some reason and waited 'til recently when i got a good deal on it. my fault for trying to play them all at once. i had bought the original when the platinum edition came out and totally enjoyed the first one, but near the end of the first expansion it became more of a chore to play. finished this last friday after about 2 1/2 weeks with it.
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Nice game while it lasts but nothing on par with Baldur's Gate 2 and KotOR. Go consistency, GO! There's a couple of situations where the minigame is forced on players, too but a couple of times is better than all the time.īottom line: it's got some improvements over KotOR but not enough to elevate the game above it. Baloons in a setting with rampant machinery doesn't really make sense, and a rickety and unstable ship in cutscenes is incredibly stable and easy to pilot in the minigame. The ship minigame is nice but as expected, pretty out of place.
Sickle wraiths brutal legend ps3 Pc#
Unlike KotOR where you could play a female PC to keep Bastila's hormones in check, you can't do it here since there's hetero and homosexual romances all struggling for your attention - even characters you didn't start a romance with. I didn't care for romances but the game goes out of its way to shove them in my face. Regretably they're still forced on players and are only useful in combat if you activate Support mode. It's also incredibly short and has a pretty forgettable cast of characters aside Kang the Mad and Wild Flower - the first for being 'quirky', the second for role-playing options. A lesser - but more developed - amount of styles would be better.
Sickle wraiths brutal legend ps3 series#
But this can be averted by either stunning or doing a series of jumps and rolls around enemies to get in close to attack. Because of this speed isn't really important - range is. Once you chain them, the combos are rarely - if ever - broken by enemies. All that matters to styles is hitting with them - it doesn't seem to matter how slow or fast they are. Styles don't matter that much - you can very much go through the whole game with the styles you learn at the beginning. There are no akward pauses in animations because your character can only execute three attacks per round, for instance. Since it's their rules system, and not an attempt to shove turn-based rules and conventions into a realtime framework, it's much more fluid, responsive and just feels natural.
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And as a result you'll encounter many situations where going either path doesn't entirely encompass the whole philosophy.Ĭombat is definitely an improvement for Bioware. Closed Fist is said to promote strength through adversity which isn't necessarily evil - but most dialogue still boils down to insanely altruistic/greedy/on the verge of popping a vein with all the violent threats. However, there is a string of poor implementations with it. There's plenty o'role-playing to go about and the Open Palm and Closed Fist paths do lend some credibility to the whole thing. Bad news is that it's still a Bioware game. Good news is that it's still a Bioware game.