Yes. This I agree with, but not by throwing out everything in the originals and replacing it with something "modern". The BT remasters (and, yes, they were something more than pure remasters) did a good job at making evolutionary improvements while leaving the game recognizable. inXile could've walked the same path as Krome, while providing new content and a new scenario.
The races were sufficiently differentiated in their bonuses and penalties to starting ability scores to make them somewhat interesting initially. But, it is true that hard cap at 18 for stats (without editing the character files) did cause them to become less interesting over time. But, I am not sure that I would classify that as a significant problem. The choice of race was still important initially. It was not game-breaking that they played no role later on.
Paladins and Warriors could've used better differentiation from one another. There were some small differences in available equipment, but the Paladin's superior magic resistance made it the winner in the longer term. Both classes had the same number of attacks per round and the same hit die (1d16) on level up.
I'm not against pure hack-and-slash meat shields, though. They suit some people's style of play. And, if you're managing a party of 6 characters and dealing with lots of random combat, it is nice sometimes to not have to think in detail about the tactical possibilities of each character. Sure, maybe Paladins could've been given access to REDE or DEBA at higher levels and Warriors could've been given a passive like spreading damage in a group, but having an array of fancy taunts and whatnot would probably be going too far.
Tarjan was an extremely powerful entity capable of moving through temporal and spatial dimensions in BT3 and the ultimate embodiment of evil in many ways. With the Old Man, you were essentially looking at a God-and-Satan story. To claim that there was greater evil lurking behind this "lesser evil" the whole time strains credulity a bit.
The original claim was that Barrows Deep was not linked to the originals by anything more than a few names and that the Scottish theme had been erroneously extrapolated from the name of Skara Brae. You then countered that there were lots of Scottish influences from the original game. This was shown to be false. If you now want to shift the argument to whether there are any generic NPCs or names in Barrows Deep, then that's not what we were originally arguing over. The presence of generic NPCs in a Scottish-themed game does not make it any less Scottish-themed. The packaging and music of Barrows Deep is Scottish-themed, unlike the originals. The marketing is Scottish-themed - remember, we've seen David Rogers and other inXile folks in kilts at E3, GDC, or wherever. We also have that earlier KS video from Brian Fargo visiting the site of Skara Brae in the Orkneys. None of this is consistent with the high fantasy setting of the originals.KorganBloodAxe wrote: ↑October 9th, 2019, 3:21 amMy original issue was with the three of you taking issue with the Scottish theme. Firstly, while BTIV does have heavy Scottish influences there are plenty of regular generic fantasy joe npc's and generic locations all over the gameworld but especially in Skara Brae.
You certainly did have to use a lot of imagination back then. Have you considered that that might be part of the charm of the originals? That something was actually left to the imagination? And that maybe Barrows Deep, a game where adventure and combat take place in a spatially-precise 3D-rendered environment, could be depriving people of imagination? Just because something would've been a technical limitation of the time does not mean that it is now undesirable, now that the technical limitation has been removed.KorganBloodAxe wrote: ↑October 9th, 2019, 3:21 amGiven the games came out more than 30 years ago it's reasonable that different people would have different views on what a modern Bard's Tale should look and sound like. You certainly had to use a lot more imagination back then! I'm happy to leave it at that.