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Old 11-07-2011, 09:02 PM
matthewfarmery matthewfarmery is offline
Join Date: Dec 2010
Posts: 4,975

looks awesome, and nice touch with the barriers,

and the graphsic in general is utter superb, Im drooling to try this game out

keep up the great work you are doing
Legendary key holder since 20/12/2010

Co-op Digital Deluxe Bundle supporter I hope GD is a success
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Old 11-07-2011, 09:26 PM
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Scryer Scryer is offline
Join Date: Jan 2010
Location: United States
Posts: 1,001

Yay! And for the advancement and betterment of the game - things get more interesting!

A variance in level is also a variance in experience, so I'm happy about this.

Great Job!
Legendary Fan & KickStart Supporter
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Old 11-07-2011, 11:31 PM
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Narsus Narsus is offline
Join Date: Aug 2011
Location: New Zealand
Posts: 7

Sweet feature guys nice to see some more screen shots too ofc!
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Old 11-08-2011, 12:01 AM
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Shinrou Shinrou is offline
Join Date: Jan 2010
Location: Heinola, Finland
Posts: 262

Just what I always wanted from TQ, and now we have that too! Grrrrreat!
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Old 11-08-2011, 12:45 AM
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Darkenmal Darkenmal is offline
Join Date: Jan 2011
Posts: 178

Very nice.

Video update soon?
Now playing:

PC: Mount and Blade : Napoleonic Wars, League of Legends, Warcraft III: The Frozen Throne.

PS3: ---

Waiting for: Grim Dawn, Warcraft 4.
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Old 11-08-2011, 01:20 AM
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Kardiophylax Kardiophylax is offline
Join Date: Jan 2010
Location: US
Posts: 1,252

Randomization is one of the very few things about TQ that let me down. It is fantastic to see that you have been able to combine handcrafted exteriors with randomized barriers.

I hope that you are also able to make each alternate path diverse enough. Expecting brutal melee opponents and ending up have to take a path through ranged npcs instead could throw someone for quite a loop (in a good way).
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Old 11-08-2011, 01:49 AM
Equisilus Equisilus is offline
Join Date: Dec 2010
Posts: 6

Even the simple additions of path blocking will add a bunch of variety to the standard maps. While I didn't miss randomization too much in TQ (and I had 45 different characters) I applaud anything that gives replays a bump up. Nice.
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Old 11-08-2011, 02:01 AM
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Roland Roland is offline
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Location: Utah
Posts: 99

Lookin' Great!

"believe in what gods you may, but TRUST in cold hard steel"

-//Legendary Key Holder//-
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Old 11-08-2011, 02:22 AM
Fizzics Fizzics is offline
Join Date: Oct 2011
Location: Russia, Omsk
Posts: 30

Wow! This will add to game's re-playability I think. Great job.
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Old 11-08-2011, 02:32 AM
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alucidzombie alucidzombie is offline
Join Date: Mar 2010
Location: NorCal
Posts: 60

great update about a great feature, thanks!
in TQ there were wide areas that bottlenecked so you could essentially choose to take your own route through, but i'd usually stick to my preffered path anyway, just out of habit. mandating alternate routes is a great way for subsequent playthroughs to offer a little something new. i know ill be wondering where the alternate routes are and what they would have had in store when i play.

how about paths that open based on side quests?
XBL Gamertag: TheDukeOfBeef
i welcome the zombie apocalypse
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exploration, maps, screenshots
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