A Perfect Forest 7.77 (9.5/6.5)
#1
Posted 09 March 2008 - 05:05 PM
Visit the author's homepage for details or download this scenario for Mac or PC
#3 Buttered Toast
Posted 09 March 2008 - 05:06 PM
There are a number of cool new items-- Silver Cross Bracelet, Klinger's Bow, Regeneration shard are only a few of them. The graphics for the items are very nicely done.
The monster fights are well done. The only thing which suffers is the too many undead syndrome. The terrain is easy to maneuver through. There are several outdoor encounters which are interesting-- you find herbs, shops, and special encounters throughout.
We get a whole bunch of new background for the Nephilim in Avernum. There is a scroll of Nephilim History. We don't get to read it this time, maybe in the next scenario.
The splash screens are well done, also there are a number of animations throughout the scenario which are very interesting to watch, especially the fight scenes between the two different groups of Nephilim.
The fight with spirit is very interesting. Also the sequence to destroy and escape from the final dungeon is well done. However, it may be a little bit complicated to get it done right the first time.
There is an excellent ending cut scene with the empire.
Also there are numerous hints and indicators that the scenario will have a followup. Hints about Aizo and the other side of the world and 'Zyon" indicate the Nephilim aren't exactly from around here.
I give this scenario a 9.0 :hat
#4 TM
Posted 09 March 2008 - 05:06 PM
This scenario isn't a 9.0 scenario. It's not an 8.0 scenario- heck, even Stareye was calling it a piece of crap to me over AIM. I'm tempted to rate it lower than I otherwise would have to counteract the egregiously high scores thusfar, but I won't. Here's hoping people who aren't being forwarded here from Spiderweb boards will find this topic and bring it down to a more reasonable level.
Well, it's not bad. It's probably the best BoA scenario out thusfar. I'll save the better aspects for later, and attack what I feel are some core problems of the scenario. (SPOILERS are ahead, read at your own peril.)
Well, the "philosophizing" here is basically done in a fashion that makes Two Strands appear both subtle and applicable (FYI- it ain't). Every character who you stumble upon will give you their life's philosophy at the drop of a pin, and for much of the scenario, you'll think you're in a student union of a pampered, upper-middle-class campus. Well, the scenario's better than that.
Still, the device for juxtaposing these abstractions on the forested island is just that- a device. So essentially, the violent, philisophical debate between limousine liberals is one that isn't even "real," and the excuse for the philosophy that is essentially labeled as being "wrong," and the motive for the villains in this scenario becomes "the Devil made me do it!" Well, the plot isn't very courageous in that aspect. There went its chances of being a TM scenario- but most people view that as an inimitable bonus, so take that as you will.
Another complaint is the end dungeon- it kills the plot both narratively and game-play wise in its own unique ways. Nobody likes mirrors, and this scenario is sadly no exception. The final dungeon is definitely a work of genius in terms of monster AI, but after the fights are done, we find two problems- Mirrors and lethal HP drain. I don't like the wandering, and would have preferred less. (Although admittedly, the suggestions I made to Stareye to replace mirrors were also sorta lame. Not sure how else one could fix this problem.)
Well, there went my major complaints. The plot moves rapidly enough through most of the scenario that you'll be too busy with it to bother with thinking about the philosophy inside. Essentially, you run from one place to another in a one-way path with "reprieves" along the way where you can scan for dungeons and pick up a few nifty-but-not-unbalancing artifacts. There are a few Stareye "secrets" laid into the plot here and there, but overall, gameplay is written to the book of Vogel in many ways, except for a few instances of competent boss AI.
Why, then, is this scenario receiving scores of 9.0 and above? The same reason that rap music is popular- clicks and whistles, and the desire to follow a strict paradigm that might have been avant garde twenty years ago. (In fact, when trying to think about what I remembered most about this work, my initial response was "That part in the cave where stuff blew up.") This work ain't ambitious, neither is it extraordinary. But don't misunderstand me- It's not bad, but it's not nearly as good as people are making it out to be. It's still the best BoA scenario of its time, but honestly- that just doesn't say much.
A Perfect Forest it ain't. 7.9
#5 The Creator
Posted 09 March 2008 - 05:07 PM
While the first couple of posters do give the impression that they've never played a seriously great scenario, A Perfect Forest doesn't have half as many problems as TM lets on. Philosophy? Sure. But it's philosophizing on the part of the characters rather than on the part of the scenario. It's relevant, because it's what drives the characters to do what they do - without, there would be no conflict and no scenario. And it's accessible, because the scenario deals with the effects of those philosophies in the real world (or as close as you can get in BoA), rather than keeping them as abstract notions.
Characters are indeed pretty eager to tell you just about everything on their minds. That's the price you pay for playing a Stareye scenario. Scientists aren't great at subtlety. And it's not that serious a problem.
On the other hand, it also means you're going to see some cool coding and some really nice use of cutscenes. The story is one of Stareye's best, so these really help to amplify the tension.
Alas, the ending does have it's problems. It's not that it doesn't resolve the conflict or anything, it's just that it feels like you've walked into a completely different scenario. It stops being about the Nephilim and their problems and becomes another impersonal technomagobabble puzzle-type affair. Sorta like the shift in Emulations, but less so and later in the scenario.
8.5
#6 Morgan
Posted 09 March 2008 - 05:07 PM
There is always a tendency to give those scenarios that come out at the beginning really high scores. But far, far better scenarios will come out.
As for the scenario - this is a step down from AtG, Spears and Emulations. While I loved the first battle against Valzier (which vexed my singleton for quite some time) and loved the atmosphere of the Dead Mine (and I disagree with TM here - the introduction of the nasty spirit draining my HP gave a great sense of suspense to the mirror sequence), it's not the stuff of legend.
There's nothing actively wrong with this scenario. The plot, however, failed to inspire me - from the cliched philosophies that TM noted to the lack of motivation many characters seemed to have. I think that the speed the plot moves at is one of its greatest faults - some time needs to be spent fleshing out motives and reasons that courses of action are taken. As it is, the only motivation I have to help the Nephils out is that I'm lost.
The combat was very variable - in places it was ridculously easy, at other places it was the hardest combat I've had yet as a singleton in BoA - specifically, the battle with Valzier.
Overall, I never got the feeling that the idea that was behind this scenario was something Stareye cared enough about. There just wasn't a reason for this scenario to exist.
Using Stareye's own rating system for CSR, 7.5. Good, but not great.
#7 ????
Posted 09 March 2008 - 05:07 PM
Whether I liked it is another matter. I felt constricted and that there was a lack of freedom of choice in the play. But Stareye is definitely on to something here and I look forward to his further development of the genre. Perhaps also the town layouts could be improved. Emerald Mountain shows that the Blades engine with its three dimensional space is capable of much more than what was done in this scenario.
Rating: 7
#8 ????
Posted 09 March 2008 - 05:08 PM
On the other hand, the plot-driven nature tends to leave one feeling rushed at times. There is always something urgent to be done, which discourages wandering and may lead one to miss the various subquests along the way.
While some may dismiss the philosophy in A Perfect Forest as overly blatant, the goal of this scenario is not to present the player with a new world view. It tells a story, and a very good one at that, by incorporating a concept we are all familiar with. The conclusion, rather than being a deus ex machina, is hinted at quite regularly throughout the scenario.
Overall, a highly recommended scenario with a very well-designed plot. It feels as though there is even more untapped potential in this storyline; perhaps we'll see more.
Rating: 8.0
#9 ????
Posted 09 March 2008 - 05:08 PM
A Perfect Forest is an excellent scenario that begins to demonstrate why Stareye is held in such high esteem by the BoE crowd. The story itself is well written and executed. It is possible to deadend the story by not finding Klinger before making paths to more areas. My only misgivings about it are that the sidequests are easily missed because of the compartmentalization of the forest and the one direction teleporting. So save often under descriptive names to scour the scenario for hidden dungeons and side prizes.
8.5
#10 Linthar
Posted 09 March 2008 - 05:09 PM
Interesting little thing happened with the scenario. I accidently placed the folder for the scenario inside the folder of another scenario, and Blades of Avernum still ran the scenario just fine, but when I midway found the error and corrected it, the saves wouldn't work until I moved the scenario folder back into the scenario folder I had dropped it in.
Would I recommend you play this, Yes. It is a good scenario, especially compared to the other blades of avernum scenarios out there.
8.3
#12 ????
Posted 09 March 2008 - 05:10 PM
I agree with Kelandon about the puzzle, to some extent, except I had a different problem: I knew what my objective was, and how to go about it, but the scenario wouldn't let me until I'd fulfilled a completely arbitrary condition (killing the spirit "X" times). I had to edit the script to realise that I was supposed to do that. There was nothing to suggest that you had to kill the spirit a certain number of times. If anything, all evidence seemed to suggest that doing so was pointless.
The puzzle itself wasn't very interesting either. Mirror puzzles get old fast.
Plus the combat in the final dungeon was way too hard for me until I used the character editor; but that's what I get for using a level 1 party.
The other point where I got stuck was earlier on in the scenario. I missed the main plot, wandered up to the beach, and got a "There must be more to find here" type message, causing me to wander all over the scenario for a few hours before giving up and consulting the Scenario Help forum. I would have liked a bit more direction at that point.
Reading over Kelandon's review again, I mostly agree with him, especially about the two main problems he mentioned; namely, Klinger and the lost mine. No, Kel, you're not the only one. As I mentioned above, though, I did realise what I was supposed to do with the machinery. That wasn't too hard to guess if you read the spirit's dialogue thoroughly.
Overall, A Perfect Forest is a good, but not overwhelmingly excellent scenario. 7.4.
#13 ????
Posted 09 March 2008 - 05:11 PM
A Perfect Forest was a pretty entertaining scenario. The plotline was interesting and held my attention almost the whole way home. Technically, the scenario was excellent. It may take me years to figure out how to properly mimic Mr. Kiedrowski's scripting, which is a lot to say this early in the game.
There were relatively few mistakes in the scenario, a couple of misspellings that you have to expect in any scenario, but no serious coding errors. However, given the vast amount of playtesting that seems to have been done on this scenario, I wonder:
1) Why was this scenario ridiculously easy in the early going and then ridiculously hard later on? There was a logical progression, but the curve was too steep at the end and too shallow early on. I easily trounced every early encounter with my 1-PC party mostly because of my NPC's. Later on, sans the NPC's, some encounters required about 30 attempts to get lucky or be careful enough to survive. The traitor encounter was particularly troublesome for my singleton. My advice to anyone who goes this with a 1-PC party is to make that 1 PC an Archer/Priest (and being Divinely Touched might be worth a look). Archery combined with clever use of my only hasting potion and a couple of scrolls is the only way that I won this encounter, and then only after a dozen and more tries.
2) I too agree that the Lost Mine was confusing. I had no earthly clue where to go to find the machinery, and died while wandering blindly in darkness about 40 times. But my frustration was primarily due to my 1-PC fetish and the fact that I had to exit the mine, exit the city, and rest in between every manifestation of the Spirit.
These two encounters, well done as they were, nearly ruined it for me. Yet objectively I have to say that this scenario was exceptional for a first BoA effort, and about what I expect out of *I's post-Spy's Quest work.
That said, I'm the Romanian judge. I don't intend on giving any scenario that isn't qualifiable brilliance higher than the 7.5 that I give this.
Well, it's a solid 7.5
#14
Posted 09 March 2008 - 05:11 PM
This is the ONLY BoA scenario that I have ever replayed to date I think that at this point, it is still the best BoA scenario to date. (Other than the HLPM on both counts.
Anyway, it had a good plot, challenging combat, and is very enjoyable. I actually liked the laser puzzle at the end quite a bit, but I got annoyed with the constant noises playing, and the fighting inserted. I absolutely hate it when there's fighting to get in the way of solving a puzzle.
Overall, an excellent scenario, even though it's for BoA. Still not as good as many BoE scernarios.
8.0
#16 ????
Posted 09 March 2008 - 05:12 PM
I haven't tested the other boa scenari yet but as I've read before this one is one the best.
I found the intro was excellent and totally exciting but I soon understood that there wasn't a lot of terrain to explore and that I was in the hand of the story ( many animations and "running time" keep you in a one way line story ).
I haven't finished the story yet as I am stranded in that boring "mirror puzzle".
Stop mirror puzzles.>: That's boring.
If there wasn't that mirror puzzle I would certainly have given the best note.
PS : Excuse my poor english as I'm french native !:\
#17 ????
Posted 09 March 2008 - 05:12 PM
I think everything about this has been said, but I want to say that the mirror puzzle would've been enjoyable if it hadn't had the orb draining you. I always hate when you have to "think" and you are being constantly harassed by some random condition (in this case the orb).
Good scenario, but *i can do better.
7.5
#18 Arachnid
Posted 09 March 2008 - 05:12 PM
* NPCs look too much alike. I often found it hard to tell in cutscenes who was who.
* The Mirror Puzzle - Good GOD, the Mirror puzzle was awful. That whole last sequence could have been really cool, but ended up being kind of irritating instead.
* I thought the whole ending was kind of lame, actually, though not for any particular reason.
* Finding Klinger wasn't exactly obvious.
These, along with the fact that Stareye is a MUCH better designer than this force me to give A Perfect Forest a 7.0, though I would like to give it much higher.
#19
Posted 09 March 2008 - 05:13 PM
But the last dungeon doesn't negate the good things in APF. It had several good cutscenes and interesting encounters. The outdoors, while quite bland in the way of terrain, has plenty of sidequests and areas to explore. As I mentioned earlier, the story is well told and kept me interested up until the final dungeon.
Good scenario - 7.3
#20 Guest_Kelandon_*
Posted 09 March 2008 - 05:15 PM
Am I the only one who couldn't find Klinger in order to make the plot progress? It would've been really nice to have someone mention him somewhere, instead of having to break down random doors until I found someone who could tell me what to do next. That was the first serious blow to the fun of playing this scenario: I was curious about this strange bunch of nephilim on a supposedly uninhabited island, and I was curious about these stories of a rebellion, but I couldn't figure out what to do next in order to make something happen. Excitement = dead.
Then it picked back up again, and I have to say that the next part was well-done. The cut scenes, particularly the battle ones, showed good technique, and they kept the pace quick and exciting. The combat was not too difficult but not too easy, and I found myself progressing through fairly well. Then BOOM, problem number two: the Lost Mine.
This town reminded me rather forcibly that certain things are cool ideas, present interesting challenges in coding, require innovations that are pretty neat and absolutely should not ever be done. Killing the same creature SIX TIMES, getting harder each time, and then rushing around through swarms of ghosts trying to move mirrors... well, I admit it: I cheated. I used the character editor to beef up my party significantly so that I could handle this dungeon, which was in difficulty far out of line with the rest of the scenario. The fast pace was again dead.
And if I hadn't opened up the scripts and the town and looked at them, I wouldn't've figured out what to do. It is by no means obvious, and there are no hints anywhere. You have to go to different parts of a town, under time pressure, in a particular order, after having done a very specific thing... and there are no clues. This was a bad idea.
Okay, having said that, APF is a good scenario. I would claim that EM, VoDT, and ASR are all about on the same level as it, give or take. APF has good dialogue, good coding, limited but good use of custom graphics, and overall decently good use of the elements of Blades design. It just has those one or two long stretches of painfulness that kill instead of climax the rest of the scenario.
I give it a 7.6: not quite excellent, but decently good.
#21 ????
Posted 09 March 2008 - 05:16 PM
My biggest issue with this scenario is that is is pointless. No matter who wins, the outcome is the same. The party makes it back to the empire, mentions nephils, and the empire kills them all. Even if the party doesnt make it out alive, the empire will send more scouts and kill them eventually. I realize that the author can do whatever they want creatively, but it was very hard to become engrossed in the story when the player doesnt care about the fate of the people theyre trying to save (?).
Aside from that, it was alright. The tech-levels were a tad retarded, but I would give it a 6.5
#22 Guest_Thralni_*
Posted 09 March 2008 - 05:16 PM
I'll give it a 7.6: it wasn't outstanding, yet not bad, entertaining, yet not something that made me want more.
#23 Guest_Nioca_*
Posted 09 March 2008 - 05:17 PM
I enjoyed the last fight, though I wish I could have taken a couple last swings at the Perfected Spirit before it disappeared.
Final Score: 8.3
#24 Guest_Enraged Slith_*
Posted 09 March 2008 - 05:17 PM
Town and outdoor design was simple and bland.
Combat was easy, but not annoyingly so.
This scenario's best qualities were its pace and the feeling of depth of the plot. I never felt rushed, every action and advance in the plotline felt appropriate. I can't quite describe it, but there was a depth behind the plot that I'm constantly failing to achieve whenever I design. Despite the scenario's mediocre outer shell, these two elements are a testament to Stareye's talent, and I'm disappointed that he's only made one scenario for BoA.
7.0

Sign In
Register
Help


MultiQuote


