The open level of exploration, is one reason why I felt KQ8 as far as exploration felt more like a nod back to old KQ game worlds (1-4) than the later KQ games, that were more restrictive in exploration. Those games had alot of 'extra' rooms that had absolutely no purpose except to give you something to pass through to reach more important areas (they were not used in puzzles). They just looked cool, and in a few cases, might have some monster appear to try to kill/rob/curse you.
I felt the enemies you encounter in KQ8, were similar to the pointless random encounters that were there to kill/rob/curse you in KQ1 and KQ2, but didn't offer anything in the way of puzzle solutions, except in KQ8, you can actually do something about them (rather than the game telling you you are too weak, or not skilled enough to take them on).
Also felt there were other nods back to the original KQ (such as a lowly knight trying to save the king and kingdom much like Graham in the first game, lonely invaded daventry inhabited by few friends), but no need to go into detail here.
If someone was to demake KQ8 into an AGI, EGA, or VGA-style game, it would probably be more like KQ1 mixed with QFG (1, 2 & 4), and absolutely huge if the game designers were to keep the scope and size of each indvidual land.
The question would be would demake have random encounters more like KQ1 and KQ2, so that you have to just avoid them, or make combat something closer to QFG's early games, or The Adventures of Maddog Williams in the Dungeons of Duridian (if you haven't played this its more KQ-like than QFG, even with the few bits of combat, the sequel was to go more in the way of Space Quest).
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KQ8 Law: As an online discussion references or discussing KQ8 grows longer, the probability of a comparison involving it not being a KQ game or not part of the KQ series approaches 1.
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Last edited by BagginsKQ; 02/06/2013 at 02:01 am.
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