Divinity: Original Sin Pages PREV 1 2 | |
Remember the good old days, when villains would monologue, and we heroes were able to take advantage of it and defeat the villain in time to make it to our movie date with someone who doesn't know our secret identity/organization, so we have to juggle our dual lives in a futile effort to live a normal existence; even though history has shown that it would have been much easier if we had disclosed our identity to said romantic interest to begin with, and it ultimately leads to our lamenting our lost love when a) they are killed off by a super-villain or b) they find out our secret and feel betrayed at the lack of trust on our part, leading to them leave us, which classically begins our "Dark Phase", where we shoot first and ask questions later, only to find that our love interest returns/rises from the dead, and is even more upset that we strayed from the righteous path, and we go through a "Redemption Phase" to win back our love interest and win the hearts and minds of the world we abandoned? Ah, yes... good memories... So yeah, sometimes monologues suck! | |
It is a sad indictment of education when you need to explain something as obvious and foundational to all knowledge as that skeletons make "gynaah" sounds. | |
Ahhhh, the dreaded "1" on the ol' Twenty Sider...nothing kills more adventurers than a simple number. More to the actual comic: gotta say I love the joke. If only some games actually came with the ability to roll for a save against exposition. | |
Why is Erin's breastplate a different color in the second panel? | |
eh I dunno. I think it depends on if you allow yourself the time to enjoy the game. it's impossible to have too many words if you want it to have endless words! | |
Granted, this is tangential to the topic, but DA:O was Baldur's Gate gameplay with a new graphics engine. I played through the game twice and I still don't understand why people think of it as good, or dark for that matter. In Baldur's Gate, your character was literally the child of the god of death and yet no-one bothered to call it "dark fantasy". Do you know why? At the time, what we now call "dark fantasy" was just called "fantasy". Here's the thing about role-playing games. You tend to wander around killing things in order to justify having "stats". The problem is, when the world is basically good and civilized, its very hard to justify wandering around killing things. Thus settings are picked like (now "dark") fantasy and post-apocalypse. The whole point of fantasy settings for role-playing games is that the world is beset by hoards of rampaging monsters, murdering, rapist bandits and priests of evil gods bringing demons upon the land. Evidently, fantasy became dark fantasy when they decreased the amount of yellow in the color palette. | |
Because Cory is incapable of love. | |
Those are her knees. They're both kneeling. | |
That sounds positively awesome - I'll have to get the game when I'm done with this money pit of a house. Also: | |
Ooooh that makes sense. I didn't think they were on the floor. I immediately assumed that since they were rolling dice they were at a table of some sort. Still, the perspective is a little weird. | |
You can see her throwing it to the floor in the first panel. | |
Stealing people's lives. You know, if you're the stab-happy sort. /darkhumor I might give Divinity a shot when I have actually worked through my backlog. Which I will do, I swear. Also, why is the Escapist's bot detector so concerned about me moving? I'm starting to wonder if it's stalking me. | |
I heard there was an adventure game where if you gave a photo album to an old woman, she would talk you to death, kind of like the comic, only after a time skip, you were the skeleton, and she was still talking. | |
I saw this late, but it is now my desktop wallpaper. | |
more games should try the EXPLOSITION approach | |
I agree fully. I'm enjoying the game so, so much..But I know it was going to be narrative poison the very moment I started it, because honestly, have you read the introduction the game throws at you? I counted almost twenty cliches within those two or three dialogues. "Ooh, is the dark evil energy called THE TAINT? Damn, I'm impressed!". | |
Dark Souls 2 hardly goes the Elder Scrolls approach. It more just does its best to give as little information as possible for the player to feel like he might have a rough estimate on what is going on. Just like the chosen undead would. You shouldn't have any idea what is truly going on until the very end because neither does your character. Secondly, it also made certain areas have MUCH easier to understand the backstory shown by the environment. No-Mans Wharf is really obvious for example on every bit of its backstory, from its purpose to the destruction of the town by those monster thing, to what the boat and the bell do. The only time its really straight out told tho is Forest of the Giant's, as the fort there is so central to the lore which is so central to the main plot. Maybe theres not as much vagueness to every area, but if you understood the full brilliant lore that connected all the areas by the end of even NG+, you are a smarter man then I. | |
What I hate in some RPG exposition is the legendary amount of unnecessary reaction and clarification dialog. (looking at you Tales series) It slows down the narrative too much and makes the main characters all look like idiots. Also, many RPG's never learned "show don't tell" and much of the otherwise interesting lore is delivered by one very boring old man character with little to no personality other than "stoic". Mix up your exposition, game! If you can't naturally show me through my character's interactions with the world, at least make sure that various interesting people deliver it (because then at least your boring exposition comes with a side of interesting character development) | |
I agree with both these sentiments. I'm still not sure whether the story of this game is supposed to be a parody, one that just doesn't really click with me, or not - it's just so incredibly cliché that I have a hard time believing it is serious. Well, actually not just cliché - Like, when I was told within the first hour that I AM SPECIAL and that I am expected to literally save the world from ceasing to exist, without even having been given the chance to care about this world or any of its inhabitants, I just wanted to throw my keyboard away and stop playing. Well, at least I could adjust my expectations properly right from the get-go... Which is a pity, for I find the actual gameplay quite enjoyable too. And I'm still playing it, haven't finished it yet, but the urge to skip all dialoge is becoming more and more powerful. And I know I shouldn't care about review scores and metacritic and all that... gameplay might be fine but a metascore of 87 for a classic RPG with such a story and such weak characters baffles me. | |
(leaving) | |
Pages PREV 1 2 |