Artwork: I am a huge fan of the charcoal on parchment style drawings used to progress the narrative and introduce us to the many worlds of The Hand of Merlin I wish more developers opted for slide show style introductions when the art is well done, its a very good medium for telling a story and allows small developer teams to punch above their weight and offer an immersive introduction to the narrative, far better than a poorly rendered in-game cutscene or low-quality CGI could accomplish.The graphics/effects certainly could be prettier, but I do understand this state being relatively early into the game's development.The Hand of Merlin overall has good graphics, with some elements being better or worse than others. It seems like a bug that the 0-cost "overwatch"-type melee ability can only be cast before but not after the rest of this characters' actions this turn for whatever reason. The mage guy felt low-utility (although ironically he was the one who survived the Behemoth fight), with ranges too low and cooldowns too high. I'd recommend some mechanic for melee characters to be able to potentially mitigate damage the way cover does: say, a default ability that raises a shield that acts like cover so long as you've not moved this turn, or whatever. Honestly, melee feels quite unbalanced as in melee you will always get hit and engaging in melee means not being in cover. I did kill him on my first try, but that was at the cost of 2/3 heroes. Some quick thoughts to add to everybody else's: the Behemoth is ridiculously unbalanced, between his armour, damage reduction, damage output and retalliation.
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