To me, Jax will always be one - a past he cannot deny and is still emotionally touched by. Using stims to passively boost stats just isn't very fun gameplay to me, and although I can get behind the idea of a lawless society of individuals out for their own interests in a post-apocalyptic wasteland, I didn't like how so many of them were portrayed as villainous scumbags in Elex 1, and apparently Nasty is no longer with the Outlaws so I don't have that reason for an Outlaw connection, either. I never liked them in Elex 1 (from either a gameplay standpoint or lore standpoint) and thus far from what I've seen of their skill tree and what I've heard about them, I have no reason to change that opinion. I may ultimately go this route if their headquarters and NPC's prove to be likeable. They get some "magic" abilities too which might be fun (though I'm not sure if having to harvest elex to fuel their powers will be a fun gameplay balance or annoying nuisance), and it could be interesting getting to side with the former bad guys from the first game. The Clerics were my favorite faction in Elex 1 because I like the sci-fi technology stuff, even though I didn't like the religious zealotry or brainwashing people into servitude, but with them being an apparent "minor" faction with only two skills that kind of leaves the Albs as their stand-in. I may end up going this route just because of the magic abilities and/or because their philosophy may be the least offensive to me. I haven't gotten to the Fort yet but I'm hoping they've eased up on some of that stuff in Elex 2. The Berserkers seem to have the most fun skill tree, just looking at the abilities in the skill window, and I do like their benevolent goals in trying to restore nature to Magalan, though I'm not a big fan of their medieval/fantasy look and couldn't stand their extreme draconian laws in Elex 1 about exiling and executing people for minor law infractions or even TALKING about the possible benefits elex technology might bring them. Their skills also seem to focus around cunning a lot, which I wasn't planning to spec into. I absolutely hate the dark, drab, brown, claustrophobic, labyrinthine tunnel-structure of their headquarters, I can't get behind the idea of forcibly "poaching" people to put in cages to violently subject them to the will of their "god" in order to sustain their following, how they don't let anyone leave the Grotto and make people fight monsters in a gladiator arena to earn extra privileges or whatever, and all this preaching about returning to darkness turns me the wrong way. I want to join the Morkons because they're the only faction that's truly new to the world of Elex (and I played as each faction in Elex 1 previously), and their abilities seem like they might be something of a fun new twist on the typical gameplay formula (from what I've read of how they work), but I just can't get behind the lore of their faction.
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