Search Results
7/15/2025, 6:53:03 PM
>>3803663
I mean, one of Chris Avellone's regrets was not adding more combat to the game.
> He also stated that he would make a few changes to the game's design if it was being developed now, most of which related to the game's combat. Saying he'd throw more combat into the beginning of the game, Avellone explained, "The beginning is very slow and exposition-heavy, and I don't think that helps get the player into the mystery of his character. [...] Also, I would work more extensively in creating more dungeon and exploration areas, and do another pass on the combat mechanics in the game - the story and quest structure in the game ended up becoming the primary focus of design, and I think the game suffered as a whole when it came to combat."
But combat is also integral to Torment's narrative, kind of.
> rats are actually one of the stronger enemies and can cast spells you yourself don't know yet like Ball Lightning
> not asking questions is actually encouraged with black abishai because they're fiends
> Dak'kon *knowing* himself allows him to land some absolutely sick crits and share his knowledge with yourself and your knowledge with him so each Reign of Anger helps you zerth out
> reliance on more non-traditional spells and weapons to work beyond the cliches of the genre, Dak'kon having only his spirit blade, Morte working with different sets of teeth etc.
> you can't really get why dying is very fine unless you die a lot while your companions can only be resurrected for a hefty price
> as you remember more and progress in levels, you can do some absolutely sick shit with spells and so can the enemies
> the entire premise of the Modron Maze
> Fortress of Regrets actively making combat useless for the most part despite you being generally able to deal with most things because you can't really just kill your past dawg
If it had no combat, it'd be very different in how it has to deliver its experience across, and that's why we have Disco Elysium.
I mean, one of Chris Avellone's regrets was not adding more combat to the game.
> He also stated that he would make a few changes to the game's design if it was being developed now, most of which related to the game's combat. Saying he'd throw more combat into the beginning of the game, Avellone explained, "The beginning is very slow and exposition-heavy, and I don't think that helps get the player into the mystery of his character. [...] Also, I would work more extensively in creating more dungeon and exploration areas, and do another pass on the combat mechanics in the game - the story and quest structure in the game ended up becoming the primary focus of design, and I think the game suffered as a whole when it came to combat."
But combat is also integral to Torment's narrative, kind of.
> rats are actually one of the stronger enemies and can cast spells you yourself don't know yet like Ball Lightning
> not asking questions is actually encouraged with black abishai because they're fiends
> Dak'kon *knowing* himself allows him to land some absolutely sick crits and share his knowledge with yourself and your knowledge with him so each Reign of Anger helps you zerth out
> reliance on more non-traditional spells and weapons to work beyond the cliches of the genre, Dak'kon having only his spirit blade, Morte working with different sets of teeth etc.
> you can't really get why dying is very fine unless you die a lot while your companions can only be resurrected for a hefty price
> as you remember more and progress in levels, you can do some absolutely sick shit with spells and so can the enemies
> the entire premise of the Modron Maze
> Fortress of Regrets actively making combat useless for the most part despite you being generally able to deal with most things because you can't really just kill your past dawg
If it had no combat, it'd be very different in how it has to deliver its experience across, and that's why we have Disco Elysium.
Page 1