2013-04-30, 05:36 PM
Girasol Wrote:So, just out of curiosity - what did you guys not like about the KMS Crimsonwood PQ? We didn't have any plans to bring it over, but I'd like to hear specifically what you didn't like about it...and if there was anything you DID like about it. Thanks!
Because I don't know the storyline in KMS's version, I can't compare those. I do have to say that I love the original Masteria storyline though.
What I dislike about KMS's Masteria are almost all the same as what I dislike about GMS's alien revamp:
1. Map Simplicity
2. Monster Simplicity
3. Hub/Linear Map Connection
The original Masteria was amazingly creative. There were enormous hilly maps, mountainous jump quests, and dangerous cliffs that you could fall from to your death. There were hidden caves, a maze, and map intersections where you could choose your path to explore. The monsters did new and rare things; some flew, some had incredible damage, some were anchored in place. And the monsters were all placed in equally fitting maps that matched their function. Typhons were placed in maps where the player could be pushed off, and Bigfoot was placed in the maze where unsuspecting travelers would come across it.
Now, combine all of that creative game play with an epic storyline... and no wonder Masteria has so many fans!
Then, in comes KMS... To see them alter Masteria like this, to destroy every amount of originality that ever existed in it, even beyond the desecration that GMS committed with the alien revamp... it hurts to watch.

