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Tyranny + Bastard's Wound Expansion Thread

Tigranes

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OK, so I doubt I'll ever replay this 4 times to see all the paths, and I'm nearly done with the anarchist. Can those who played at least one of the other paths tell me:

Literally everything after end of Act 1 is shitty linear railroaded "talk to my chosen friend, go here, kill people, go here, kill people, get stupid macguffin, get stupid spire, repeat 4x, then act 3 where you go in and kill everybody again". I suspect it's basically the same for every playthrough, except that sometimes instead of killing, say, both the Chorus and the Bronzes the Chorus guy wil tell you to kill the Bronzes, etc. Is there any meaningful gameplay - any interesting quest outcome, any well written scene, that happens through the other paths? If you go with the rebels, does the game ever explain why such a decision would ever make sense to the Fatebinder, and does it pan out similarly to the anarchists (go here, kill both disfavoured and chorus) or is there something interestingly different?
 

ilitarist

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With phrasing it like that you probably want be amused by response as cool and edgy as yours.

No, whatever you do in this game you still click mouse, fight dudes, talk to people, there are three acts, the ending is pretty similar in all cases. Your motivation, morals, relations, reputation, party, state of the world, existence of most characters and whole regions may be completely different, but who cares about that when you still get quests and go fight anyway.
 
Self-Ejected

Ludo Lense

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OK, so I doubt I'll ever replay this 4 times to see all the paths, and I'm nearly done with the anarchist. Can those who played at least one of the other paths tell me:

Literally everything after end of Act 1 is shitty linear railroaded "talk to my chosen friend, go here, kill people, go here, kill people, get stupid macguffin, get stupid spire, repeat 4x, then act 3 where you go in and kill everybody again". I suspect it's basically the same for every playthrough, except that sometimes instead of killing, say, both the Chorus and the Bronzes the Chorus guy wil tell you to kill the Bronzes, etc. Is there any meaningful gameplay - any interesting quest outcome, any well written scene, that happens through the other paths? If you go with the rebels, does the game ever explain why such a decision would ever make sense to the Fatebinder, and does it pan out similarly to the anarchists (go here, kill both disfavoured and chorus) or is there something interestingly different?

Bleden Mark is your main quest giver on the anarchy (read Muderhobo) path and mainly because he finds it lulzy. At the end he submits to you but beyond that nothing changes, you still do a bunch of faction quests and go "Hurrah now die" for absolutely no justifiable reason since you can't rule alone and if you are a murder hobo why not give the option to murder everybody on the spot rather than go through their faction questline.

Also the rebel questline is the most generic good rebellion crap ever. You go to different factions and say "Man come join me in destroying our immortal, invincible, 400 year old Overlord" and they say "NO!" and you say "C'mon!" and they say "Okay fine you have convinced me!". I don't think there are "bad" options to take on the rebel path except that one that shows up for everyone involving the babe.
 
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Tigranes

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ilitarist i obviously am genuinely curious to learn about any instances of 'interesting quest outcome or well written scene', since a single playthrough of any branching game, good or bad, may leave me with big misperceptions. if you get butthurt by a question like that you should probably find a therapist to talk to instead of codex shitposts

Ludo Lense so my experience as anarchist was that
despite having built up significant favour in act 1 with the factions, and maintaining mid-level favour and wrath throughout act 2, it was never really possible to parlay with them; every time it would be 'oh hi traitor fight me' 'let's not' 'off with yer head'. Does it pan out differently if you really maximise your reputation with them?
 

hell bovine

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OK, so I doubt I'll ever replay this 4 times to see all the paths, and I'm nearly done with the anarchist. Can those who played at least one of the other paths tell me:

Literally everything after end of Act 1 is shitty linear railroaded "talk to my chosen friend, go here, kill people, go here, kill people, get stupid macguffin, get stupid spire, repeat 4x, then act 3 where you go in and kill everybody again". I suspect it's basically the same for every playthrough, except that sometimes instead of killing, say, both the Chorus and the Bronzes the Chorus guy wil tell you to kill the Bronzes, etc. Is there any meaningful gameplay - any interesting quest outcome, any well written scene, that happens through the other paths? If you go with the rebels, does the game ever explain why such a decision would ever make sense to the Fatebinder, and does it pan out similarly to the anarchists (go here, kill both disfavoured and chorus) or is there something interestingly different?

Bleden Mark is your main quest giver on the anarchy (read Muderhobo) path and mainly because he finds it lulzy. At the end he submits to you but beyond that nothing changes, you still do a bunch of faction quests and go "Hurrah now die" for absolutely no justifiable reason since you can't rule alone and if you are a murder hobo why not give the option to murder everybody on the spot rather than go through their faction questline.

Also the rebel questline is the most generic good rebellion crap ever. You go to different factions and say "Man come join me in destroying our immortal, invincible. 400 year old Overlord" and they say "NO!" and you say "C'mon!" and they say "Okay fine you have convinced me!". I don't think there are "bad" options to take on the rebel path except that one that shows up for everyone involving the babe.
The rebels are a mixed bag, imo. Some of the factions available don't make sense (forge bound, earth mages). But the unbroken and sages are on Kyros' shit list anyway; they don't have much to lose, what with the edicts dropped on their heads. And the beastmen worked together with the stone archon when he went against Kyros, I think (haven't explored that option). It's not like your character is the first archon to rebel.
 

Infinitron

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I think it's different.

Rethinking the RPG to make it fun to be the bad guy in Tyranny

Obsidian Entertainment's recently released RPG Tyranny began life 7 years ago as a pitch for a game that would be rooted in three questions: What would happen if you took a world like Middle-Earth and let evil win? What would the world look like? What sort of stories could be told?

The Irvine California studio, which made a name for itself producing sequels to established RPGs (Fallout,KOTOR , Neverwinter Nights), was not in a financial position to pursue the concept at the time. But Pillars of Eternity changed that. This classically styled RPG saved Obsidian from bankruptcy when it was successfully Kickstarted back in 2012. Its further success when released in 2014 allowed Obsidian to pursue game ideas that had been rejected or cancelled in years prior.

Tyranny strayed from the three questions of the original concept. “The initial pitch had different answers to those questions – its world would have looked much different from what we’ve created,” says Brian Heins, director of Tyranny. “But the central idea – a world where evil won – is the heart of both game ideas.”

Tyranny was a potential risk for Obsidian due to its unconventional premise and the non-traditional designs it demanded. It’s an RPG that lets players embrace being evil and even encourages it, putting it in direct opposition to the path of the hero that most other games follow. The big challenge for Obsidian was making the experience of being the bad guy satisfying.



Key to this was making the player feel powerful as “evil is linked to ruthlessness, power, and pragmatism,” according to Heins. The player is a Fatebinder, a high ranking official in the army of Overlord Kyros. He has the power to overrule decisions made by other officers.

Making the game work meant striking the perfect balance between too weak and too powerful. Heins reasons that the player isn’t given the ultimate power as the Overlord straightaway due to Tyranny being an RPG, which means there needs to be room for the player to grow.“We can’t start the player at the bottom rung of Evil, Inc., we also run out of story to tell if you are equal (or superior) to everyone right from the beginning,” he says.

“This is actually pretty tricky," he adds, "As you may sell the player with the ‘you get to be an evil bully’ promise, but for there to be a game and a source of conflict, there needs to be a mountain of bigger bullies for the player to climb and strive against.”

In their role as Fatebinder, the player is able to act as judge, jury, and executioner from the start. It’s a role that demands respect and fear. The first task the Fatebinder is given by Kyros is ending a rebellion by a separatist squad. To do this, they need to stop the squabbling between the two forces that Kyros previously sent to do the job - they clashed due to their radically different cultures. If the Fatebinder fails then Kyros will kill them, the two armies, and the rebels.

This is notably different to the first quests usually offered to players in traditional fantasy RPGs. They typically involve killing rats in a basement or helping out a villager who has lost a possession. Obsidian made sure to avoid lightweight drama such as this altogether for Tyranny. “Instead, you’re deciding how armies work together – whose plan gets to move forward, which soldiers will bear the brunt of the attack,” Heins says.

Disfavored.jpg


Informing these decisions the player makes are the Edicts that Kyros issues. Edicts are laws that can dramatically alter regions of the world and the people living there. One generates massive storms, another slowly petrifies the living, a third brings permanent darkness. “Understanding Kyros’ laws will allow players to make judgments that fall within the legal framework – or break them entirely if that is their wish,” says Matt MacLean, Tyranny’s lead narrative designer. “At various points in the game you’ll be called on to account for your choices, so knowing the laws helps you justify your decisions to your superior.”

Helping players to absorb all this information is the feature Obsidian came up with called “lore links.” These are sections of text that display tooltips when the cursor is hovered over them. Some provide direct links to the in-game Encyclopaedia, while others provide brief background information. There are also some lore links that only appear according to decisions the player makes throughout the game. They might explain why the player is being referred to be a certain title or why one character is angry with them. These also help reinforce the notion that each decision has consequences.

“Basically, these links give you more information that your character in the world would know, but you the player either don’t, or might not remember,” MacLean says. “It’s a way for us to convey information without having dialogue options like ‘So what is this Constitution thing again?’ or ‘Tell me more about electricity’.” Being able to provide the player with more information means characters, factions, and decisions can all be more nuanced.

Making sure the player knows what the Edicts are also helps to shape the kind of evil that Kyros represents, and what it is the player is serving with their decisions. “We didn’t want to create a Sauron-style evil, with the goal of wiping out all life ‘because evil’,” says MacLean. “Thinking of Kyros in classic DnD alignment terms, the Overlord is ‘lawful evil’. Kyros wants an empire to rule, not a wasteland.”

It was so important to Obsidian that players understood the kind of evil that Tyranny depicted that the studio released information on the Edicts before the game was out. The point was to get across that the game didn’t treat evil in a cartoonish way. “We wanted to make Kyros relatable. Someone who, if you just looked at the surface of things, seemed like they had a good idea.” Heins says. “Instead, seeing the chaos and constant war as nations and cities fought over resources, the Overlord decided that a lot of pain and death could be avoided if everyone worked together for the common good.”

Laws.JPG


Telling this part of the Overlord’s story is the game’s Conquest mode. It comes immediately after the player has created their character but before the main timeline of the game begins. It takes place on a map that depicts the events of Kyros’s rise to power over a period of three years.

“Our Conquest mode allows you to play through those years, and decide what your character was doing during the Conquest, and resolve problems encountered by the armies,” says Heins. “The decisions you make at this point will affect many parts of the game – from how NPCs react to you (loving or hating you), to having different characters spawned in some areas, and even changing some areas of the game entirely.”

The idea is to align the player with Kyros and also to help them understand the motives behind his atrocious acts. “If you just looked at the ideals, and not the methods, it sounds like a plan a noble or good character could come up with,” Heins says. “Once you start looking at the methods, however, you realize that Kyros will go to any lengths to create this ideal. Each individual decision, each atrocity, can be justified as being for the ‘greater good’ of the society the Overlord is trying to build.”

It is then up to the player to consider whether they can justify the Overlord’s actions, as well as their own, as part of this grand vision. Do they want to do serve the “greater good” and commit terrible acts? Do they care about pleasing the characters around them or their master?

These questions are only a couple of the factors that inform each decision the player makes.There are others to consider, many of them tied to consequences that go against the convention of rewarding “good” behavior and punishing “evil” behavior. This helps to muddy the simplistic binary approach to good and evil that Obsidian wanted to avoid.

Kyros4.jpg


“In most RPGs, leaving a person alive usually means rewards later on, as you keep quest givers, merchants, etc. alive to supply you things you want,” says Heins. “A few RPGs will make some balance about evil giving you rewards up front while good gives you rewards later on – there’s usually a slightly better payoff for being good.”

“Undoing this bias is essential – evil should be all things pragmatic, efficient, and self-advancing in both the long-term and the short-term,” Heins continued. “If you make evil all about the immediate gains and good all about the long-term gains, your evil will start feeling like short-sighted acts of abuse when most players would probably prefer moments of calculated malice.”

This thinking is what makes the decision making in Tyranny different from other RPGs. Making what could be an “evil” choice doesn’t mean that everybody hates you or attacks you immediately. “In Tyranny, making the evil choice (among the many available) can place you in a much better position moving forward,” Heins says.

At the same token, making what is a traditionally “good” choice in Tyranny is made a lot harder than it is in other RPGs. This is due to the fact that you’re surrounded by characters who are motivated by their own self-interests. Any choice you make will conflict with the interests of other characters and make them angry. In Tyranny’s world of evil, the “good” choice will probably upset the most number of people.

“With our reputation system, you’re not punished for making those choices – you will get different rewards than if you make people like you – but it’s an interesting psychological effect that people have a hard time going against the prevailing attitude,” says MacLean. “Standing with your morals and making the ‘right’ choice is a lot harder when those around you are telling you that you’re wrong, rather than when they’re cheering you on and telling you how wonderful you are for doing it.”

Scarlet_Chorus.jpg


Tyranny’s reputation system is a replacement for the morality meters of other games - which typically divide actions into good and evil. Each faction in Tyranny views the Fatebinder according to the scales of Favor and Wrath. Whether the player aids and agrees with a faction causes their reputation with them to swing more towards one or the other. Either way, gaining reputation unlocks different quests, conversations, and even abilities and rewards.

MacLean explained that Obsidian decided to not have a morality meter as they tend to lead to “regressive gameplay – taking whatever option gives you more of the points you want to collect, removing the joy of selecting options for other reasons.” The hope behind the reputation system is that it encourages players to make decisions based on the moment rather than working towards a final moral outcome.

This is also the reason that Tyranny’s tagging system is turned off by default. The tagging system is taken directly out of Pillars of Eternity. In Tyranny it shows players how a dialogue option during a conversation will affect their reputation among peers. “The option exists for players who need or want to know this before they make their choice,” MacLean says.

Kyros6.jpg


“I’ve watched a lot of people play – both within the Obsidian offices and over Twitch streams," he adds. "There’s a marked difference in watching players who have the reputation option enabled vs. those who don’t."

“Those who play without the option spend more time thinking about which [decision] their character would choose. Those who play with the option turned on talk a lot more about ‘Normally I’d pick X, but Y will give me this reputation’. It’s interesting to listen to them decide which way to choose, whether they play true to their character, or pick for the mechanical reward.”

Kyros7.jpg


The total of these design decisions is an RPG that challenges notions of good and evil. Players get to feel the crooked power of being a villain but constantly bump against their own moral atlas. And when it’s all over, the important choices and reactivity of the game’s world means there are plenty of other paths for players to explore if they replay the game. Tyranny is a game that is capable of making you seriously consider smothering a baby.
 

Lacrymas

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Oh, please, they haven't even researched how evil has been thought of in the last 200 years. Don't forget that one of them is convinced that capitalism is evil. The rep bar is a gamey system in the vein of the morality meter, they just switch the names around. You need logical outcomes for your actions, not meters or bars, or points, or whatever. Not that I want to sing the praises of Beamdog, but Dorn's personal quest has him lose his Blackguard abilities if you influence him to choose a specific option, that is logical and good (and also thematically coherent with the rest of the game!), and it's not tied to the reputation system which I also hate, just giving this as an example of a modern not-very-indie dev doing it right for once. I don't know, I don't understand Absurdian anymore.
 
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Infinitron

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They've been using companion influence meters for their entire existence and faction reputation meters for half of it. :M
 

ilitarist

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I wish they'd stop about talking about being bad guy in Tyranny.

That game feels pretty amoral to me. Nothing I've done in that game felt evil to me, even though sometimes I felt misinformed of what would happened - I was told about Voices being a monster but I thought it was more in a poetic sense. You're not even evil in a sense of Papers, Please protagonist where you're following orders of opressive totalitarian regime because otherwise your family will be in danger. In Tyranny it's pretty clear that there's nothing really better than Kyros, the alternative is constant warfare, lawlessness, poverty, forbidden knowledge wrecking stuff and so on. The alternative is your own petty kingdom which is better for you and your friends or perhaps an attempt to be a better ruler than Kyros himself. It's not like Fallout New Vegas where Legion in general was like Kyros - efficient, lawful, but ruthless - and there were alternatives like NCR or Vegas with their own problems but still arguably better. In the world of Tyranny it's not like that, all the rebels just want to come back to raiding.
 

Shadenuat

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OK, so I doubt I'll ever replay this 4 times to see all the paths, and I'm nearly done with the anarchist. Can those who played at least one of the other paths tell me:

Literally everything after end of Act 1 is shitty linear railroaded "talk to my chosen friend, go here, kill people, go here, kill people, get stupid macguffin, get stupid spire, repeat 4x, then act 3 where you go in and kill everybody again". I suspect it's basically the same for every playthrough, except that sometimes instead of killing, say, both the Chorus and the Bronzes the Chorus guy wil tell you to kill the Bronzes, etc. Is there any meaningful gameplay - any interesting quest outcome, any well written scene, that happens through the other paths? If you go with the rebels, does the game ever explain why such a decision would ever make sense to the Fatebinder, and does it pan out similarly to the anarchists (go here, kill both disfavoured and chorus) or is there something interestingly different?
grumpy-cat-no-memes_7.jpg
 

Lacrymas

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Yes, they have been using them for forever, that isn't an argument in their defense, it's an indictment.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Yes, they have been using them for forever, that isn't an argument in their defense, it's an indictment.

Maybe. For many years, Obsidian were praised on this forum and elsewhere for using companion and faction-specific reputation meters. They were considered more sophisticated than the universal morality meters found in BioWare games and evidence of Obsidian being a cut above other RPG developers.
 
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Darth Roxor

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I'm p sure the reputation meters were well-received at the start because they used to be something "new"-ish that could potentially lead to proper intertwining of in-game agenda of various entities, etc. Unfortunately, the way it ended up was "suck up to everyone to get the best favour", with very little to no practical differences or mutual exclusions to be had, and much too easy possibilities to just max out flavour with everyone involved.
 

ilitarist

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That just shows how low the Codex' standards were back then :p

Reminds me of grand strategy genre fans.

You only have a single developer in this genre (Paradox Dev Studio) and hardcore fans loathe them. Devs are shitted on for making games too easy, appealing to casual gamers, focusing on cosmetic features, producing new mechanics and DLCs instead of refinining old ones, adding ahistorical stuff, adding jokes, adding in-jokes, adding "social justice agenda", balancing games for multiplayer, making AI unfair, making UI lie to you, leaving bugs for years and so on and so on. If you listen to them then those games are awful. But there's nothing more like that to play so they have some justification to play it. And it's easier for them. RPG fans who love to hate games have to play unplayable obscure indy RPGs to stick it to mainstream.
 

Lacrymas

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I think grand strategy fans are more screwed since RPG fans have people making very good RPGs in their basements - AoD, UnderRail, Serpent in the Staglands etc. Grand strategy not so much. I'd say every "hardcore" fan of any genre is displeased with the mainstream to semi-mainstream devs because they have higher expectations stemming from experience, maybe education, while mainstream to semi-mainstream devs create games for the lowest common denominator and that low is very low. I've seen some let's plays of people who describe themselves as avid gamers, but play horribly, almost like it's the first time they've seen a computer. The simplest puzzles in Portal for example are like insurmountable obstacles that make you want to throw stuff at the monitor in rage when you see people get stuck for prolonged periods of time. The average gamer is very bad and I'm pretty sure most devs know that and in their mind that's what the target audience is.

The problem is that there is nothing that can be done about it, mainstream devs will be mainstream devs and have been for forever in any medium ever. Pop music for example is not the highest achievement of humanity in the sphere of music. The other mediums have the added prestige of being around for a long time and have the structures in place to facilitate serious exploration, while games are still in their infancy, being cradled by walking wallets the world over who simply do not have the type of personality, background, education and experience to value well made games. They don't know what a well made game looks like, so they keep buying the same shit they like and the cycle continues. This is what it is and I don't expect anything to change; yes, we are screwed, ignorance is bliss after all.
 

Tigranes

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Also curious as to people's experiences with Tunon's judgment at endgame? On the anarchy run I tried answering in various ways, and

the first time round I was really pissed off; I actually misclicked a couple of times and thought I had defended myself rather poorly, and in any case there weren't that many questions, and the companions' vouch for your character seemed a silly mess written to the template of "Kills in Shadow likes STRONK". But then Bleden Mark speaks on your behalf, and Tunon just does this instant 180' turnaround with cringey voiceover on the whole I FIND YOU... INNOCENT?! WHAT? THIS CANNOT BE! I MUST SERVE YOU NOW, MASTER. It's probably especially jarring because it's not entirely clear to the player in what ways Kyros' own laws have been proven wrong by the player's actions.

so I reloaded and tried answering in the worst way possible, and things actually went a lot better. Tunon's subjugation of Bleden Mark makes sense as part of the way Kyros rolls, and it also makes sense that Tunon would be a difficult judge to win over to an unlikely acquittal. It's a bit pathetic that he just jumps down and fights you (poorly) instead of setting up some ambush, but that's not as big a deal.

I don't expect a NWN2 trial, but I guess I'm wondering how the flow is if you sided with one of the armies instead, or hell, if you went rebels.
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Also curious as to people's experiences with Tunon's judgment at endgame? On the anarchy run I tried answering in various ways, and

the first time round I was really pissed off; I actually misclicked a couple of times and thought I had defended myself rather poorly, and in any case there weren't that many questions, and the companions' vouch for your character seemed a silly mess written to the template of "Kills in Shadow likes STRONK". But then Bleden Mark speaks on your behalf, and Tunon just does this instant 180' turnaround with cringey voiceover on the whole I FIND YOU... INNOCENT?! WHAT? THIS CANNOT BE! I MUST SERVE YOU NOW, MASTER. It's probably especially jarring because it's not entirely clear to the player in what ways Kyros' own laws have been proven wrong by the player's actions.

so I reloaded and tried answering in the worst way possible, and things actually went a lot better. Tunon's subjugation of Bleden Mark makes sense as part of the way Kyros rolls, and it also makes sense that Tunon would be a difficult judge to win over to an unlikely acquittal. It's a bit pathetic that he just jumps down and fights you (poorly) instead of setting up some ambush, but that's not as big a deal.

I don't expect a NWN2 trial, but I guess I'm wondering how the flow is if you sided with one of the armies instead, or hell, if you went rebels.
I went the Scarlet route and he bent the knee. Quite jarring.
 

Lhynn

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Yes, they have been using them for forever, that isn't an argument in their defense, it's an indictment.

Maybe. For many years, Obsidian were praised on this forum and elsewhere for using companion and faction-specific reputation meters. They were considered more sophisticated than the universal morality meters found in BioWare games and evidence of Obsidian being a cut above other RPG developers.
Alpha Protocol changed everything.

Also, companion and faction scores in this game have become even more gamey than in previous titles, so theres the feeling that they are constantly getting worse at this shit.
 

Malpercio

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I'm not very sold on some companions not leaving you immediately if you take the "wrong" path.

I hate this thing modern CRPG have that they let you have a stronghold asap and let you "deposit" your companions there. Kinda kills the sense of adventure and makes companions a sorta "catch em all" affair.
 

Lhynn

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NuRPGs are all about murdering the sense of adventure, crafting is probably the biggest responsible of this, but strongholds are as well, and so is the soulsucking combat.
The only thing tyranny does right is put the timer at the start of the game, that sort of gets you invested in the story, and relies on the player sticking with the game after that crisis is resolved.
That was the exact point i quit, there was no reason for me to keep going past that.

Compare this to games like baldurs gate, or fallout, where theres always a very good reason to keep going, and where you decide whats next.
 

Lacrymas

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All companions in every game ever can be deposited somewhere and not be heard from again, I'm replaying Baldur's Gate 1 (it revealed all its secrets to me) and that realization hit me like a brick - companions don't actively seek to fulfill their, often pressing, objectives without being in the party and so feel lifeless. I've never played a game where companions do something to achieve their goals when not in the party, that should be rectified. Companions not leaving if you don't choose their faction depends on the narrative context, if they've shown dissatisfaction or doubts about their faction then it's fine. They could've easily shown Barik having doubts for not receiving Ashe's protection, but "wasted potential" seems like Obsidian's recent modus operandi.
 

ilitarist

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All companions in every game ever can be deposited somewhere and not be heard from again, I'm replaying Baldur's Gate 1 (it revealed all its secrets to me) and that realization hit me like a brick - companions don't actively seek to fulfill their, often pressing, objectives without being in the party and so feel lifeless. I've never played a game where companions do something to achieve their goals when not in the party, that should be rectified.

Space Rangers 2, sort of. But they're companions there as much as you'd consider your gun a companion.
 

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