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Pathfinder: Kingmaker | A Look Through UX Eyes 5 лет назад


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Pathfinder: Kingmaker | A Look Through UX Eyes

Pathfinder: Kingmaker | A Look Through UX Eyes Second Channel:    / pfassett   Patreon   / stratedgy   Twitter   / pfassett   Discord   / discord   Part Two of this video will be about my second playthrough playing on challenging with everything I learned from the first playthrough. Pathfinder Kingmaker is an uneven experience for me. There are times when it glows and other times, like any jewel, it only glimmers if you rotate it to catch the light. My first experience with the game was a positive one at first. The lore was deep and I looked forward to the kingdom mechanics and the quests that might arise from the ensuing political intrigue, but at some point around the 1/4th mark of the game, I just stopped playing. I didn’t know why at first, there just wasn’t anything pulling me back into the game. A Couple of notes: 35:00 - The lighting issues can be fixed by bumping up the gamma considerably, but by doing so, you sacrifice some of the graphical fidelity of the game just so you can see the map. You can increase it slightly, but then the tunnels become only slightly visible so people like me with glasses will have a hard time seeing it. The map needs shadows disabled. 53:45 - The political intrigue plays no part in the game if you disable the kingdom mechanics because it never seemed to play a significant role in the game. Big miss here. 55:00 - The trap and the locked door is here because what is behind the door comes later in the game. I also realize that there was an alternative way out of the area but if you don't know it exists, you are likely going to try and go through the path of least resistance, which is south, not realizing north is actually easier. The reason I didn't take that path is because the walls were populated by redcaps I wasn't sure I could kill. 1:02:00 - The Lawful good response, in order to make more sense, would require a bit of back and forth to be convincing, because the Lawful Good character would need to find a loophole in the law to save a sentient being from what is essentially slavery and torture. But most of the dialog in this game, unfortunately, is so basic that it never goes beyond exposition dumps and singular dialog choices. 1:11:00 - This whole mission ended with a fizzle for me. I was looking forward to it when I got it and spoke to the witch because it was starting to sound like more than just a simple fetch and kill quests. It ended up being sort of interesting except the end of that quest was a complete disappointment. At the end of the day, I ended up liking this game, but as you'll see by the end of the game, there are some pretty major UX issues that prevent it from being an enjoyable experience. A year after the release of the game, there is still so much to do. Bugs were very minimal. I think that most of the issues I had with the game was from a UX and player messaging standpoint. The game hides important information from the player and at times makes the player think that quests are broken. Many of these issues can be fixed by some simple UI tweaks.

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