I don't really like games that pride themselves in being difficult, and I never cared about all these 'real gamers play on hard' half-brains. Having said that - I love Brigand :D I don't think that any other game I've played in recent years made me feel like everything I do matters. No padding, no grind, no wasted time, no empty pointless procedurally generated crap - this game respects you as a player and as a human being. It's not only few dialogue choices here and there, but all of gameplay is so tightly crafted, that it slightly recalibrated my gauge for judging other games. Your inventory is so limited, that you can't even think about becoming a trash hoarder, but everything you pickup might turn the tides of the next battle - two grenades you found in the wooden box can swing the odds in your favor so much, that combat section you thought was unwinnable, now becomes a fair challenge :) You don't waste hours on gathering all kinds of junk laying around and trying to sell it off in bulk to the closest trader. Traders don't buy it anyway, so you don't have an incentive to hoard in the first place, so you can't became a millionaire by flipping random trash hundreds of times, and break the economy in the process - it's a good thing :) Character progress is well thought-out, you don't get exp points just by slaughtering random monsters, game gives you skill-points for finishing missions, for pushing the story forward, for interactions with npc's (sometimes you can get a point just for choosing interesting dialogue option), and for some interactions with environment (points for flushing toilets!). So the game doesn't reward mindless grind (thank you!), in consequence it doesn't require mindless grind. You have many skills and abilities to choose from, and make yourself into a fast moving melee fighter, accurate shooter, charismatic talker, or something completely different depending on your preference and playstyle. It's rather unreasonable to try to get a little bit of everything, you have to focus on few skills and develop them, but imo - there's no wrong answers. Every time when you develop skills and pickup according abilities, the game opens new doors for you, and shows you ways to do things that you wasn't even thinking about before. There's a lot of replayability in this. To raise your skill lvl you need a teacher, just like in the good old Gothic - I always thought this approach makes a lot more sense than distributing points on your skill screen by yourself. It rewards interactions with characters, and since different people are skilled in different things, sometimes finding the right teacher is a little challenge in itself. Combat is difficult, often feels unfair, but, imo it stays fair within its own glitchy framework... It's just unfair both ways, so you can be just as unfair to your enemies as they are to you, but figuring out how to get there is up to you ;p Only on my first playthrough I thought that I locked myself in unwinnable loop - it wasn't actually unwinnable, and I pushed through it after some trail and error (mission on the ship where you fight ninjas and then droids). That was the only time when I got frustrated and wanted to complain to the author that it's just too hardcore ;p Despite all that 'jank' it somehow strikes a sweet spot where your character's skills matter, but your own ability to quick think, your own reflex, reaction time, ability to adjust yourself to changing situations, your ability to spot and exploit every tiny advantage the game gives you - all that matters just as much. So, while you immediately can feel the improvement that a few new skill points bring to you, you can't ever relay only on your skill's mathematical advantage. Also - the enemies don't automatically get stronger when you do - it's bc the author cared to balance the game instead of offloading it to some basic-ass algorithm :D It makes the game's world feel so much more believable. Some enemies are just much more dangerous than others and it's good. It makes you feel like all that progress, all that skill points and abilities you learn MATTER. Gaining access to new stronger weapons isn't a cosmetic change, but (can be) a huge leap forward. In second half of the game you still sometimes face an entery level enemies, but encounter that would be a life-or-death situation in first few hours, later on makes you smirk under your nose as you blasting through a whole group with a few well placed shots. However if you get too confident, and therefore - not careful, even the entery lvl enemies can still tear you apart in seconds :) The writing is pretty sharp, clear and concise, but with a lot of character in it. There's a lot of reading, and only few lines here and there are voice acted, but you're never slapped in the face with a giant wall of text. What's important about it - reading the dialogue matters! It's not just a filler to put you on the next fetch quest, it's not loaded with watered down exposition dumps, it's not a stretched-out yap-yappy nothingburger that tries too hard to be funny or pretentiously lecture u about something. No, none of it is here. Characters have their own ways of talking, their own way of putting sentences together - depending on who they are and what fraction they belong to. You can tell a lot about the personality of any given character by just listening what he has to say and how he treats you. You will often find important clues and helpful info just by talking to somebody, and - again - game rewards paying attention and actually listening/reading the dialogues, instead of just mindlessly skipping through it. It won't give you a big-ass arrow or shiny marker leading you to the next quest, you have to get that from the dialogues. I think it's great :) While it might sound too hardcore or overwhelming in theory, in practice the whole game is designed in a way that will never make you feel lost - if you are paying attention. And for many people that's a big IF, but whateva, the game demands all your attention, but gives you back so much substance that it always feels like a fair trade :) If you know what DarkBasic is, then you can recognize the absolute insanity of this project and one-man-studio behind it. I was hanging around in TheGameCreators forum, and I used their programs myself, but I've never seen anything done on DarkBasic (or engines related to it) that even comes close to this level of ambition and complexity of the project. I recognized most assets used in this game... because I have them myself in my own asset library :) Some of these models (eg. Hummve) were very popular among the old FpsC community - although I bet that most gamers can see them here for the first time :) My point here is - this game is a proof that you can gather hundreds of free models of various authors, and still make something that looks and feels like it's own original thing. With it's own atmosphere, its own style, it's own 'feeling'. It's something that so many games from bigger studios fail to achieve while also using assets from stores. When I played Postal 4 or Trepang 2 - many rooms in these games looked like pointless, out of place, cookie-cutter asset presentations. That never happened here. Brigand remains its own thing beginning to end. And there's so much more I could write about. The Panama addon, the Battles, the community mods, the level editor that lets u make your own scenarios. I think I will remember this game as one of my favorites for years to come :)
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