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Sword Coast Legends developer n-space has closed up shop

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Always a shame to hear this, it seems n-space the developers behind Sword Coast Legends have closed up.

Ben Leary who worked for n-space gave this statement on twitter:
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Shame, but games development like a lot of industries is a highly competitive environment, and pretty cut-throat when dealing with publishers. I imagine Sword Coast Legends didn't sell as well as they hoped, and it didn't get the best reviews.

Hopefully the publisher will still be able to bring out the Rage of Demons expansion and further patches. Article taken from GamingOnLinux.com.
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slaapliedje Apr 3, 2016
I really think what killed it was the "Oh my god, NWN 3!!" and then it was more of a mix. I only had time to play a bit of the random dungeon generator before the campaign was released, and everything I'd read said the campaign was pretty poor, but then when no one started making modules for it, it's when I couldn't hop on board. I was real close to buying copies for my friends to play too, but didn't.

Wait, they did Marvel Ultimate Alliance 2? Why oh why did they never release that for the PC? The first one was awesome. Most of the games I see listed there are console ports done by other teams?

Anyhow, I always find it rather sad when a D&D licensed game bombs, remember how successful some of the others were, even going back as far as the original SSI Gold Box ones?
Keyrock Apr 3, 2016
Quoting: SuperTuxOnly real way to succeed is perhaps via what Obisidian do and actually listen to what the PC playerbase wants and it wasn't a streamlined action RPG (I suspect a lot of those 50% who were happy would also be happy with a more traditional in depth RPG).
Ironically, I enjoyed my time with the Sword Coast Legends campaign while I grew to hate Pillars of Eternity, largely because of how incredibly tedious that game was. I know I'm very much in the minority, though.
scaine Apr 3, 2016
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Quoting: Keyrock
Quoting: SuperTuxOnly real way to succeed is perhaps via what Obisidian do and actually listen to what the PC playerbase wants and it wasn't a streamlined action RPG (I suspect a lot of those 50% who were happy would also be happy with a more traditional in depth RPG).
Ironically, I enjoyed my time with the Sword Coast Legends campaign while I grew to hate Pillars of Eternity, largely because of how incredibly tedious that game was. I know I'm very much in the minority, though.

Maybe, but I also don't understand the love for PoE - it was a save-fest. If you walked into certain fights without having using a campfire before hand (in order to have your full arsenal of spells/abilities available), it was pretty much game over. That made gameplay and general adventuring tedious since you could only buy campfires back at your base (that I knew of). So much potential wasted by a tedious mechanic.
slaapliedje Apr 3, 2016
I started playing Pillars of Eternity, got to some underground temple and haven't played it since.... I have too many stinking games to play! Also, been playing Divine Divinity Original Sin with my brother, besides needing to start over for the enhanced edition sort of bumming us out, we are getting back into swing with it. Kind of hard playing multiple RPGs with thick story at the same time, since you start mixing up plot points... it's like reading Game of Thrones all over again...
adolson Apr 3, 2016
I remember liking Geist on GameCube.
Mountain Man Apr 3, 2016
Quoting: slaapliedjeThat was quick... they did their money grab then disappeared. Probably because something they claimed would be basically Neverwinter Nights 3 became more like something that was made with Basic D&D rules. At least that was the impression I got from my short time with the game. I had high hopes for it, but then no one liked most of their decisions.
I don't think it was a cash-grab as much as it was that they made a game that wasn't deep enough to appeal to RPG fans and not action-y enough to appeal to Diablo fans. Basically, they made a game that nobody really wanted. That's the kind of thing that puts developers out of business.
Mountain Man Apr 3, 2016
Quoting: scaine
Quoting: Keyrock
Quoting: SuperTuxOnly real way to succeed is perhaps via what Obisidian do and actually listen to what the PC playerbase wants and it wasn't a streamlined action RPG (I suspect a lot of those 50% who were happy would also be happy with a more traditional in depth RPG).
Ironically, I enjoyed my time with the Sword Coast Legends campaign while I grew to hate Pillars of Eternity, largely because of how incredibly tedious that game was. I know I'm very much in the minority, though.

Maybe, but I also don't understand the love for PoE - it was a save-fest. If you walked into certain fights without having using a campfire before hand (in order to have your full arsenal of spells/abilities available), it was pretty much game over. That made gameplay and general adventuring tedious since you could only buy campfires back at your base (that I knew of). So much potential wasted by a tedious mechanic.
That's why they added "Story Time" mode which is intended for players who want an adventure without being constantly beaten over the head with difficult combat.
Keyrock Apr 3, 2016
Quoting: Mountain ManThat's why they added "Story Time" mode which is intended for players who want an adventure without being constantly beaten over the head with difficult combat.
It's not that the combat in Pillars was difficult, it's that there was so bloody much of it. The only battles in Pillars I had any trouble with (I played on hard difficulty) were against spirits, since you couldn't build a meat shield wall to protect your back line squishies since spirits would just teleport right through it and murder your casters. Also, the final boss battle, which was an insane difficulty spike compared to everything that came before it. I played it at launch when that game had no companion AI, zero. So every battle became a micromanage fest where I paused the game every 2 seconds to issue commands to every party member. That coupled with the sheer amount of combat got super tedious. It didn't help that I found the story boring. The writing style was great, but the actual story was dull as dishwater IMHO, so there was nothing driving me to keep going.

On the other hand, I found the companion AI in SCL to be quite capable, so I only had to pause to issue commands once every blue moon. It made the combat flow better and quicker and didn't wear me out like in Pillars, which is something I greatly appreciated. I guess I just don't have the patience to constantly micromanage any more.

Anyway, I'm actually going to play through the SCL campaign again at some point before Rage of Demons comes out.


Last edited by Keyrock on 3 April 2016 at 9:14 pm UTC
Kimyrielle Apr 3, 2016
Did they make any statement regarding removing their stupid activation garbage before someone switches off the lights over there? I bought the game a while ago, just didn't get to play it yet. But I still want to....
drmoth Apr 4, 2016
Quote. I played it at launch when that game had no companion AI, zero. So every battle became a micromanage fest where I paused the game every 2 seconds to issue commands to every party member.

This has long been fixed by the way. I found PoE very exciting then progressively dull (story-wise), but now I'm getting back into it via the White March, which is really quite good. All in all it's a really great game, but I'm starting to see the similarily in the main game vs the DLC that I saw in NWN and NWN2 - that the base game has a long and tedious story arc that you lose interest in and can't be bothered following, but the smaller stories and DLC are much more polished.

I was very much looking forward to SCL, but I hate diablo style click fests, they bore the hell out of me as there's rarely much strategy, and SCL seems to have fallen to this. NWN and Dragon Age: Origins had some fantastic realtime pausable 3D combat on the other hand. PoE has some very interesting and original Spells, the Priest and Druid classes in particular, that make combat really fun, but you need to play on a hard difficulty, otherwise you end up relying on the camping mechanic too much and it's far too easy.
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