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FLARE [ARCHIVED]

My critique of the Empyrean Campaign

Rawing
Tuesday, April 17, 2018 - 06:25

I've played through most of the Empyrean Campaign now, and there have been lots of things I didn't like. Of course, not everything about it is bad, and usually the gameplay is entertaining enough. But it's riddled with minor and major annoyances.

  1. The map design is lacking. This refers to the world as a whole, and the individual maps. It's often very noticeable that a map is designed to make you run around a lot and fight a lot of enemies before you reach your destination. Sometimes you spawn somewhere in a corner of the map, and can immediately tell where you have to go with a short look on your minimap because there's a place on the map that's very obviously walled off (or surrounded by water, or some other obstacle) and is a pain to get to. It ruins both the exploration aspect of the game, and the immersion. But then on other hand, there are areas that are the complete opposite - a dozen paths that all lead to the same place, and it's nearly impossible to keep track of which areas you've already explored. This was especially bad at The Breach. With all those paths in the cave, and all those connections between the cave and the outside world, it had me at a complete loss as to where I was supposed to go. After I'd spent a while exploring, I got tired of it and tried to find some hints or a walkthrough on the internet. I didn't find anything. This was the first time I considered to stop playing, because it simply wasn't fun. In the old flare mission, exploring and finding new places to go was fun. Here, it's a pain.
  2. The boss fights are horrible. I'm talking about Mex and The Pit here. Being thrown into a locked-off area with an overpowered boss and an infinite number of his henchmen may be challenging, but it's a bad kind of challenging. When I first faced Mex, I stood absolutely no chance. Mex didn't even have to do anything; I got annihilated by all the dragons around him that just refuse to stop respawning. So I gave up on fighting him and went back into the Temple to farm xp and hopefully get some better gear. And I did get some better gear. Killing one of the boss mobs in there dropped some crazy powerful boots. So I go back to fight Mex again, and guess what? All of a sudden the fight is a joke. The number of dragons flying around is seemingly reduced to a third, and Mex's attacks barely hurt me anymore. And all I thought was: This is such a f***ing terrible mechanic. The boss fight was no fun with or without that piece of equipment. This was the second time I almost stopped playing. Fast forward to 7 levels later: The same garbage happens again in The Pit, except this time I can't be bothered to look for that item I need to make this fight a joke. This time I actually stopped playing.

 

Those are the primary complaints I have. Everything from this point forward are minor issues.

  1. Why is it so hard to find adequate gear? For the entirety of the game, I've worn not one, but two +item drop chance rings. Yet somehow I managed to not find a single magician's wand between levels 7 and 12 or so. I upgraded from a purple level 5-ish wand to a white level 10-ish wand. After I got this wand from a mob, I realized that I could've bought one from the merchant in the starter town - because apparently he only starts selling those when you reach a certain level. Why can't merchants sell everything right from the beginning? It's not like you can afford or use the high level gear until later in the game anyway.
  2. Why don't you get any skill points for a while? Here I am, excited to level up and unlock new skills, and I realize that I didn't get a skill point. And I have no idea why. Or what I have to do to start getting skill points again. Should I avoid leveling up until I figure out the mystery? Or should I do the opposite, and farm even more xp? Taking away the player's skill points while they're excited to unlock new abilities is both disappointing and confusing.
  3. What the heck is up with the lever puzzles? I get it, I have to look for those glyphs/runes/whatevers on the ground. But what do they mean? Half of the time it turns out that I was completely overthinking the puzzle and the runes simply indicated the on/off state of the levers. (Like, flip the ones that are marked with a rune, and leave the others alone.) The other 50% of the time I can't figure it out at all and have to resort to flipping levers randomly until something works.
  4. Merchants and money are completely useless. Merchants hardly sell any good gear, and the few pieces of equipment that are worth buying are easy to afford with the mountain of gold you carry around. Giving merchants better and more expensive gear would give the player a means to get equipment if they get unlucky with drops like I did, and it would make it worthwhile to pick up all the money that enemies drop. With 20k gold safely stored in my shared stash, gold dropped from enemies has basically disappeared from my mental loot radar. I stopped picking it up a long time ago.
  5. The loot drop rate of chests and barrels and similar objects is just disappointing. In earlier versions of flare, opening chests and barrels was my favorite thing to do. Now it just feels pointless, because most of the time it doesn't drop anything anyway. They don't even drop gold, which would've been a decent compromise between dropping something but not actually giving the player something useful.
  6. Where are the ambushes?! Not once has a bunch of doors all around me opened and released a bunch of enemies. Nothing surprising has ever happened in this campaign. Back in the good old flare this happened routinely, and I liked it because it really made it worthwhile to learn a variety of different abilities. In Empyrean Campaign, it's almost like my offensive spells are the only useful ones. The only time something surprised me in the Empyrean Campaign was when a bunch of spikes appeared from the ground and oneshot me. The only way you can ever be in a sticky situation is if there's a bunch of off-screen enemies sniping you with their ranged attacks. Not my idea of a good challenge, really.

To sum it up: My only enjoyment in the Empyrean Campaign is fighting enemies. The exploring, looting, leveling, gearing and puzzling aspects all fall short of the old flare demo mission.

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dorkster
joined 12 years 10 months ago
Tuesday, April 17, 2018 - 10:52
dorkster's picture

Thanks for the review. There are a few things I'd like to clarify, though:

  • The number of wyverns in the Mez fight is finite. They don't infinitely spawn, and dealing with them first can make the fight with Mez easier.
  • The enemies in the Pit spawn from the Forgotten Graves scattered about, but max out at 10 creatures per grave. Destroying the graves will not only stop it from spawning creatues, but it will also kill all the creatures that have already been spawned by it. So taking out the graves should be a priority in making the fight more managable. The Pit is the last area in the game, so it is supposed to be difficult.
  • You're supposed to get 5 stat points a 1 skill point every level. If you didn't, then that's a bug we'll have to look into fixing.
  • The traveling merchant Abasi is the primary merchant for providing magic items to buy. His stock is random, but he does sell the rare purple-quality items, which are the best you can buy in the game.
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Rawing
joined 12 years 8 months ago
Wednesday, April 18, 2018 - 01:07

Interesting. I was sure that the Wyverns in the Mez fight respawn, because their number varies so much. Sometimes I only see 2 or 3, and other times there's a whole gang. I could've sworn there were more and more of them the longer the fight dragged on, but I guess that's just because I ran around too much and pulled more and more of them.

By the way, I'm curous about that item that let me beat the Mez fight. IIRC there were two boss mobs in the Temple of Mez, and the 2nd time I killed one of those, it dropped a pair of Escape Boots. Is that a random drop and I got super lucky, or is that an intended drop to make the Mez fight possible?

About the skill points thing - I checked my stats, and it turns out that my number of skill points matches my level. I noticed that my Thunderbolt spell is at level 5 though, and I only remember putting 3 skill points into that spell. So it looks like the game auto-allocated the skill points for me. If it helps you figure anything out, it happened quite early in the game - somewhere around level 4-5, I think.

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dorkster
joined 12 years 10 months ago
Wednesday, April 18, 2018 - 07:10
dorkster's picture

Each boss and miniboss can drop a unique item, the Escape Boots being one of them. So yes, it's a random drop and you got lucky.

I tried to reproduce the skill point bug with Flare 1.03, but was unable to. We had a bug prior to 1.0 that auto-unlocked Powers that didn't require a skill point. But I don't think that applies here.

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Rawing
joined 12 years 8 months ago
Thursday, April 19, 2018 - 03:21

Just to make sure it's not something stupid, but there aren't any hotkeys that I could've pressed on accident and spent my skill points without noticing, right?

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dorkster
joined 12 years 10 months ago
Thursday, April 19, 2018 - 09:42
dorkster's picture

There are no hotkeys that are used to spend skill points.

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Danimal
joined 14 years 9 months ago
Thursday, April 19, 2018 - 10:55

Rawing has a lot of good points, empirean Campaign (1.0) feels so empty, so you are exiled, and after reading a book you decide to murder the world to get your name in there; all while getting weird tokens with no apparent use, no directions at all, confusing runes puzzles, mountains of useless gold coins and repetitive lame loot.

The whole game would gain a lot just by improving the storytelling, but the center quest is downrigth boring, and it doesnt help you get barely no info on what to do, or go to.

 

I sound harsh but while this is a good game wireframe rigth now its totally barebones.

Why not ask for next OGA challenge to develop something based on Flare? Be it assests, stories or short mods?

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themightyglider
joined 9 years 4 months ago
Wednesday, May 2, 2018 - 09:08

I think the game could win a lot if there would be a few more other human beings around. I mean the first village you come to seems to have just two people living there. It would be nice if a few more NPCs where around.

There are several huts in the wilderness that look like someone would live there but you never meet people. On the other hand you can meet NPCs at places like dungeons sometimes. That feels strange. Who are this people and why do they hang around in dungeons rather then inside settlements?

I also had enjoyed a few more sidequests like the one with the two goblin brothers.

 

But otherwise I really enjoyed the Empyrean Champain a lot. Thanks for this game!

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Danimal
joined 14 years 9 months ago
Thursday, May 3, 2018 - 04:04

i would like it to present a more Diablish story or something like Grim Dawn. Rigth now the story is just a poor excuse for killing mobs.

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sphyrth
joined 7 years 9 hours ago
Sunday, May 13, 2018 - 16:10

I tend to forgive the shortcomings of Open-Source projects because they are done by willing people on their free time. But since this is a complaint thread (and the fact that we are encouraging the devs to improve on it), I'll state mine:

Coming from my experiences with Diablo 2, Empyrean Campaign seems impersonal to me.

  1. Level Up System (Skills and Gear) - All classes seem to generic to be attached to; whatever gear I have, whatever skill point I invest into, and whatever stat I distribute all seem to point. (D2 Skill Tree is subjective so I won't argue much here)
  2. NPC's Have No Personality (Even the Quest-givers) - Someone has stated earlier about how the NPCs seem to be scattered about without much reason other than to be a "place to heal up and get better gear". They don't have much personalities tied to them.
  3. Lore - I can say that this is what can make me attached to any RPG I can think of. The Lore. Not that you give every lore a certain class has in one single page full of paragraphs. You can do that in the D2 style pace - It's scattered all throughout the map (and the NPCs who have knowledge on your class). Right now, Empyrean is slowly following a similar story with Path of "Exile". The concept of "No-one returns... not even the Exiled" was good, but the writing wasn't impressive enough.

As a side-note, Does anyone still remember Wandercall (or whatever it's called)? I'm still wait for it, because it's the most ambitious promise on taking FLARE Engine to its limits. Whether that ambition will come to fruition in my lifetime or not, I just want to see some progress in it.

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dorkster
joined 12 years 10 months ago
Monday, May 14, 2018 - 09:38
dorkster's picture

As a side-note, Does anyone still remember Wandercall (or whatever it's called)? I'm still wait for it, because it's the most ambitious promise on taking FLARE Engine to its limits. Whether that ambition will come to fruition in my lifetime or not, I just want to see some progress in it.

Wandercall is Clint's personal project, so progress has been limited by how much free time he has. There's this Github repo, but it's been inactive for several months.

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rubberduck
joined 11 years 6 months ago
Thursday, May 17, 2018 - 04:30
rubberduck's picture

I had some ideas for the flare game too:

  • chests / loot should stay open when you come back to a map (For me it sounds weird that the loot in the chests respawn )
  • some sort of switch that stay on only for a short amount of time and sets back to "off" state. You can create some parts in the game where you have to be really fast.
  • enemies that (maybe randomly) spawn somewhere close to the player in some areas of the game. Maybe creatures coming out of the ground or falling from the sky
  • breakable items - some items get destroyed when using them. like the tools in MC or minetest.

I have also planned to create some artwork soon that may be usable in the flare game.

 

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