Anyone else find that while watching the pre-rendered trailers in all their gigantic-shadow-of-the-colossus-esque glory, you find the actual gameplay to be lacking in scale? The one thing that drew me to Demigod in the first place was the sense of scale in those trailers (especially in the Rook's case) and I'm just not feeling it in the game the same way I did with the trailers. An example would be the supposed "archers" firing out of the Rook's shoulder...we can only imagine how big
jsj0486
[quote who="MetDragon" reply="24" id="1883565"] Quoting jsj0486, reply 23TLDR Why are you even posting then? Nobody cares that you were too lazy to read this thread. What possible reason could make you think "Oh I'll tell him that I didn't read his post because it was too long, even after it's been discussed for 3 pages! This post will be helpful and informative! Derr derr!"[/quote] Actually I did read it. The "TLDR" was for dramatic effect...which I think was
Actually I did read it. The "TLDR" was for dramatic effect...which I think was only made successful from your reply. Thanks.
Yeah, DG was inspired by DotA; which is the custom map you speak of. And no, there won't be any "arcade" fighting; they are standing true to the RTS/RPG gameplay that was so successful in DotA but with more fleshed out and complex characters/abilities/maps. A prime example is the fact that each Demigod has a skill tree that you can shape the way you want (unlike DotA's 3-skill-1-ultimate system); it gives the possibility of having more than one type of Demigod by specializing in a different s