Posted 31 May 2008 - 02:19 PM
Bahssikhava II: This Time We Kill Things...
I call it half the proper name, half the TM-name because I'm torn about this scenario. On the one hand, TTWKT is an appropriate name. On the other hand, the scenario is a vast improvement over Bahss, and shows a lot of development on Kel's part. But anyway, TTWKT is shorter, so I'll use that for thiis review.
The plot of TTWKT is vastly better than Bahss. It has some real depth, a lot of which comes from the fact that the Slith pantheon is actually discussed a bit more in this one, so some more of it makes sense. Much to my surprise, by the end of the scenario, I found myself actually remembering the various gods/goddesses' names (or at least rough approximations therof... I mean, come on... Hathnazriakh?!). The goal of the expedition was clear: get downriver. Avoid dying. That was well-executed. I'll admit, I was starting to lose it by the time the Land of the Dead came up... the mythological ripoffs were annoying. But still, the plot was probably the biggest improvement over Bashingcarvea's. Oh, and how about the setup for the sequel?
Combat... I played on Normal, and entered with a roughly level 70 party. They left at level 100. Combat ranged from incredibly mundane hacking (shamblers, golems and lava lizards leap to mind) to the outrageously difficult (Deathcloud/Deathknell users, webbing slimes) to the flavorful challenges (the Presence, the Wicked Mage!). The last group made it worthwhile... otherwise, I would've been regularly opening the Editor and deleting monsters. I was already using it by Kathaneth to make sure I didn't stumble into a room with nothing but golems. But still, there was an appropriate amount of reloading that had to be done (though the Death- spell-wielders were not fun). But generally speaking, fights were very direct... and sometimes it was good. But after a while, I started liberally using the editor to reload on energy elixirs and SP.
Another major note on combat in TTWKT. Epic battles are cool. But BoA just doesn't handle them well, so TTWKT suffers. The Berekh Hive, while not quite as painful as TM deemed it, sucked (I think demon sex is completely unnecessary in a scenario). When I realized that the haaki lord had nice pants, I sighed and went back into the fray to kill him. And having to go through more pain to get to that spellbook was just not cool. Similarly, the huge battle in the Land of the Dammned was just stupid. It could've been done better, I'm certain. And I'd also like to say, enemies that web with their touch should never be given more than one attack per round!!!
Puzzles were thankfully not as excruciating as in Bahss. By which I mean, no huge beam puzzles. So, these were okay.
Dialogue was everything you'd expect from the Bahss plot... dense. But it was there, and it was always substantial. So it was good. Of course, it helped that some of the characters were familiar. (I object to Erika's presence, though.)
Cutscenes were... well, they varied. The water-parting was messy. The Khalthanad one in Thassaka marched my party onto a small lake. The various fights/arguments/gatherings in the camps were well-done. Any cutscene with Ethass was good. All in all, they evened out to 'meh'.
Scripting was naturally impressive, owing to the spell system, and the overall huge-ness of everything. I found bugs, but nothing which broke the game. Except for that one annoying auto-kill at the bandit camp, but the editor saw me out of that one... so it won't affect my score too much. The spells were impressive, though I wish I'd had some earlier (Destruction comes to mind). Not having to actually search bookshelves felt like cheating, though.
Items fit the epic-size challenges/combat/plot. Kel did a good job of spacing them out, though in the end my fighter felt like an avatar of sorts, with something like a +5 to ALL STATISTICS. That said, it started to make combat easier, so I shouldn't complain.
Towns and outdoors were unsatisfactory. The outdoors were just flat-out bad... sorry, Kel. Huge, boxy caves don't make a good setting. The first use of Luz's cave floor was nice... but the purple and yellow variations weren't. The outdoors were basically too big for the scenario, and rang like an echo of UV. Most towns were very similar, and furniture seemed to be thrown into rooms rather haphazardly... my personal style just made me cringe when I saw that kind of stuff. The Black Land was cool, though. However, the Land of the Dead was a huge disappointment in terms of terrain. For the glimpses of cool-ness that we see everywhere else, the goddamned Land of the Dead was dull. None of the towns really stand out enough for comment, either. Well, except for the constantly-moving camps... those were kinda cool.
So, I'm going to start with a rating of 7, and nickel-and-dime Kel for the rest... (I like that phrase, not sure why it came to mind)
+ Warning: Lava! ... +.1
- The Icy Longsword still does acid damage... you could've fixed that, Kel. ... -.1
- Machrone = Richard White? No. ...-.1
+ Phaedra gets a kid, and spells. Nice. ... +.2
- I'd like to take .1 for every level of webbing my party got, but that'd loop around the set of real numbers a few times... -.1
+ Running from One-Eye was fun, since I didn't want to fight. Sanctuary + Haste = Blatant thievery. ...+.1
+ Bitey, Hissy and Snarly... +.1
- Overuse of melee-resistance. ...-.5
- For labelling Ethass's cell. ...-.1
+ Just wanted to say that my archer had about 26 AP at one point in the fight alongside Pithoss and Legare. Not sure how, but it was cool. ...+0
+ Yay for Kel's apparent decision that summoning needed a boost... and thus Grizzlys were born, misspellings aside. ...+.1
- Boo for being able to summon a Phaedra with high-level Summon Shade. ...-.1
So, in the end, I'll give it a 6.6. I look forward to seeing what Kel tries to pull together for the next installment, should there be one. I'd recommend toning down the overall level, though... there's nowhere else to go from level 100 parties.