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Divinity: Dragon Commander
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==Cut Content== One of the things Dragon Commander is most known for is the sheer amount of content that was cut from the game to make the deadline. Based on what was originally planned and promised, the game was going to be the fucking Dwarf Fortress/Game of Thrones/Waifu Simulator game no self-respecting neckbeard would ever skip out on if they ever wanted to claim they'd played a video game. Sadly, taking what was planned against what was produced ends up making a fan feel as if (obligatory Warhammer reference you know was coming here) they were promised a brand new army update with neat and well sculpted female named characters, and in the end were only given a section in the fluff category about that character and a few minor buffs to put you closer to that one cheesing fucker's list. The first thing cut in the development process was the ability to play as a female character, which would have required a fair amount of reworking of the plot and expanded the game significantly (as one of the things you tussle with is sexism, and leading an army of dudes who think women don't have real souls needs some decent attention paid to it). Also cut was an open relationship system where you need to woo your princess, and instead upon returning from incinerating an entire army Maxos simply says "Dude, we got some princesses in the hold, and I'm gonna lock the door until you pick one." Mistresses were also cut. The Orc race, and the Imp princess were both cut for time to focus on existing princesses. Player customization was cut; you only ever see things in the first person and your dragon self is selected at the beginning of the campaign from a short list (with Steam players getting an option to shine like gold). Boss fights were cut early. Your siblings in the first chapter are given brief description (one replaced his hands with axes, another cut her tongue out thinking it would stop the voices in her head, and one thinks he's an Undead that's not dead yet and likes tearing his skin off) but otherwise you're simply given the vague "they exist and killed papa" to go on that they're evil, and you never get the idea that they exist other than as another army after that. To beat a faction, you simply have to blow up their ultra-durable fuckhuge fortress palace (which you're hilariously still larger than) on a defensive map which will always be the last territory they control. It's noticeable that the tiers of troops seem to culminate to a point that doesn't exist. You have troops that seem designed to counter super-heavies, but none exist other than a large battleship/aircraft carrier which is of limited use on most maps which will only have a small lagoon or bit of coastline on them. This is because the final tier of troops, including battleships on the same size level as the Raven as well as giant GIANT robots, were cut. They can be seen on some beta footage. In addition, additional pre-built buildings existed as opposed to the small number built on stationary nodes. The original dragon combat style was much more unwieldy, playing much like a real aircraft simulator requiring you to maintain altitude and not crash into things while the final dragon mode is more of a hovercar that can spit fireballs like a machinegun on a short cooldown. The story mode saw quite a bit of trimming; rather than the planned system which would have been so complex it would put some advanced JRPGs to shame, it plays more like a "choose your own adventure" in regards to your princess while political decisions are largely just to determine which races like you and which don't. This too was more elaborate early on, while in the finished product each territory is dominated by one race or another and if they are fond of you combat and production bonuses are granted. The generals themselves were a great deal different in earlier incarnations. Notably, in one piece of concept art Maxos appeared to be more of a Shadowrun hippie than an ancient wizard.
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