Risen 3: Profanity Overload

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While I was playing through Risen 3: Titan Lords, and also later while writing the blog post about it, it repeatedly hit me how much the characters were cursing and swearing all over the place. I don’t consider myself a sissy regarding this – in fact, I often decry the lack of profanity in American TV shows.

Nevertheless, the writers certainly didn’t hold back regarding profanity, mocking and negging in this game, and there were places where I thought they really overdid it. I know this is a pirate game and it is supposed to fit the theme, but just a tiny bit more moderation might still have been for the better.

For example, have you ever had this dialog option before upon meeting the bad guy for the first time?

Screenshot

Screenshot

He deserved it, no doubt, yet it still seemed out of place. And Nekroloth didn’t really react to it anyway.

Risen 3: Titan Lords

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Developer: Piranha Bytes | Released: 2014 | Genre: RPG, Third Person

I decided to round off with the third game in the series now that I was on a roll anyway. Again, it was from Steam and included all DLC. This played like the quite the best game of the three. Yes, it reused a lot of assets and ideas from the second game (which probably also explains the development gap of only two years) but it felt more refined and it also grabbed me a lot better in the beginning, especially because I visited Fog Island first where plain old exploration was in the lead.

The game was more colorful and overgrown than ever. Truly Caribbean “Bounty”-land and lots of weird plants. For some strange reason the guy in my control was now Patty’s brother, without any explanation about what happened to the previous nameless hero with the eye patch. Maybe they simply didn’t want gamers to see that eye patch anymore? Alas, the siblings really left a skewed first impression. Patty now looked like a porn star with tits right in your face. I love tits as much as any man, but her outfit was really ludicrous. Similarly, the new nameless hero had a deep and dry voice that was just contrived.

I was already missing “John” and his normal voice. Two games and he was out.

The human models were much better now and added a lot to the overall impression. Eyes now moved properly to the sides, lip sync was slightly better, and although gesticulations were still a bit exaggerated, they seemed more focused now. Dialog was the same old. It still had that feeling of superfluous information that I often had to skip to get to the point, or maybe the interlocutor passed that point long ago and just kept on blathering anyway.

Risen 3: Spell Immunity

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I’m in the middle of playing through Risen 3: Titan Lords and have just acquired some offensive magic spells by joining one of three factions in the game. I’ll try to keep spoilers at a low level here, so I won’t go too much into specifics. (A minutia blog post about the game will be uploaded when I’ve completed it.)

After joining up with the faction, I was given a trial of killing a golem with an offensive spell. The trainer recommended using a fire spell that i could buy from him now, but then my experience with a ton of RPG immediately begged to differ. In most of these games a common denominator often say that creatures are probably immune to elemental spell damage that matches their own affinity. Fire demons ignore fire damage, ice golems ignore frost damage, that kind of thing.

But the trick is that in most RPG, beings immune to lightning are actually quite rare – most of the time even nonexistent. Lightning often works well against all elemental creatures, including fire and ice. And for that reason, I’ve favored this type of magic for quite a while.

So I ignored his recommendations, went to another trainer, and bought a lightning spell!

Risen 2: Dark Waters

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Developer: Piranha Bytes | Released: 2012 | Genre: RPG, Third Person

I decided to start Risen 2: Dark Waters right after the first game in the series, while I still had fresh memories about it. I bought it on Steam including all DLC, so there will also be something about those. One contains pirate clothes and two are actual adventures lasting about one hour each.

The title screen music was quite nice but also revealed that it wasn’t the same composer as in the previous game. In fact, a lot of things had changed. The nameless hero, now drunk in the beginning and without access to magic, had a big mullet and no longer resembled Wentworth Miller. His voice actor was also different. From a tower in the very tiny harbour town, Caldera, Commandant Carlos and our hero watched a medieval ship being trashed by a Kraken. The only survivor swimming ashore was Patty, the pirate daughter from the first game, and she also looked and sounded totally different.

Typical Piranha Bytes – no regard for continuity there. The Gothic series also had the same problems.

The interface was also handled quite differently in the sequel. There were absolutely no window panes anymore. All looting, inventory, attributes, logs and whathaveyou were shown in dark, separate screens. How very 2010’ish. Even looting a chest showed a separate screen, and looting corpses just grabbed whatever. Along with the vastly improved textures, sharp lighting and the larger font for dialogs, all the improvements made me think of a similar jump between the Two Worlds games. The first one was also crude in many areas that the second game improved upon in much the same way.

And this time they even allowed me to rebind the quicksave key.