Originally Posted by kanonfutter View Post
What disturbs me most - to the point of not spending money on the game - is that the 'random' levels in the demo are completely linear. You start in one end of a street or tunnel, then go to the other end. I had very much hoped for a branching out cityscape, with plenty of opportunities to get lost. Is this happening in the full version?
No, most of them are fairly small, from point A to B and then portal back. A few of the areas are larger and you can get lost if you don't use the automap, but overall not to much. There is levels in levels though, via either secret treasure rooms, secret mini-boss rooms, hellgates and extended hellgates within the hellgates themselves. The best instance area I had was one that had a hellgate with the hellgate within, and also a mini-boss area, with a treasure area within it. All in one instance, although rare, but the totaly clear time took about 30minutes, which is a long time for my engineer.
Less linear maps start showing up later on. They also start to grow a bit. I believe they become bigger in nightmare as well (as they did in D2). I'm not sure if Elite mode does that as well.
So, do you get everything in single player that you get in MP? Thats the thing i'd like to know before i get it.
Right now... mostly, yes, but eventually, no. Ongoing content is for subscribers only at this time, which is online only. Single player is still getting bug fixes and game re-balances, and all that is available to the free online players. Remains to be seen what is going to be done about this, though. A few ideas were tossed around unofficially, early in beta, but nothing concrete.
The online experience is much better than battle.net imo, though. But even so, I'd like to see the future content in single-player somehow.
There are heaps of problems with the game right now. Most haven't been affecting me, as I haven't been having any of the game ruining bugs that some have. The weak story, and bad immersion isn't really much of an issue for me, because frankly, i wasn't expecting much. I didn't think there was much of a story, or atmospheric immersion in D2. But it could use some attention, to be sure. I would still probably recommend that people hold off a month or two before purchasing the game, as it really does need to work out a host of kinks that hurt the enjoyment of it. It was definitely released pre-maturely.
That said, the key parts of the game... enjoyable combat, items and characters... I think they have accomplished very well indeed. The skills sound rather lackluster a lot of the time in their descriptions, but almost all the ones I've tried have been fun, had neat tactics/uses for them and some depth to them. The descriptions really don't do the skill justice. I'm finding the itemization to be just as enjoyable as it is in D2, if not more so. There's no ridiculous "i'll never find/get it legitimately" runewords, and such. Skillpoints have been implemented better, as well, I think. you don't need 40-80 skill points to make just one or two skill useful (as in 1.10+ D2), often one point suffices, allowing early skill choices to remain useful throughout the game. Usually skill points boost secondary effects, such as use rate (cooldown), power costs, or the strength of status effects attatched to the ability. So it's still worth pumping your main skills, but it isn't absolutely necessary in order to have a skill remotely useful. So there's more forgiveness here. boosts to individual skills on gear is much more common as well, so there is some definite encouragement to experiment, and to not stress too too much about skills. This is further helped by the fact that gear is just as important (and in the cases of some classes more important) to your play style. The weapons and gear you choose affect your play style as much as your skill trees.
The variety of the tilesets really isn't as bad as most people make it out to be. There are nearly as many (if not as many) types as there were in D2. The problem is, that they aren't as heavily contrasted, so it's harder to notice. They tend to blend into each other fairly easily (and in fact, some tilesets do just that in one zone). Also, it is pretty much limited to London. Given that, I think they've done an amazing job. I'm not sure what people are expecting...
Here's my post about it in a thread related to this on the incgamer's HGL forums, goes into a bit more detail:
http://hellgate.incgamers.com/forums/showpost.php?p=27611&postcount=10
Truth be told, all in all, I feel better about HG:L's release so far than I did about D2 when it first came out. It wasn't until LoD that it really came into it's own imo. HG:L has potential to become GREAT. they've made some innovations upon the ideas started in the roguelikes and D1 and D2, and it's certainly sucked me in. The bugs and uncertainty of it's future is what is really holding it back atm, but I'm hopeful that things will work out wondrously.