Lagole Gon
Arcane
Ponytail? What?
It's a good game, a really good game.is this an actually good game, or overrated shit?
Heresy!!It's very good. Not the best thing ever. Very good.
Personally my third favorite RPG. I'd put it right below Underrail and PS:T, and on par with IWD, BG, AoD, etc.Give it to me quick and brutal, lads: is this an actually good game, or overrated shit? I don't care about "muh commies", since I can separate a game from its creators, and its values from mine own. I'm asking purely about the product itself.
But that's just me, I'm kinda fed-up with stat-based combat so instead trying to make situations of action feel significant via other means is a welcome thing to me.
Joyce Messier describes the mercenaries as highly dangerous, possessing the weapons, armor, and training that will enable them to create a bloodbath and "execute" --- after passing judgement in a "tribunal" --- all the Union militants deemed responsible for the death of their comrade. Instead, the three mercenaries show up drunk, partially armored, and oddly reluctant to fire their weapons even though the men who (they think) lynched their comrade are standing tightly-bunched in front of them. The three mercenaries are then killed by two police officers and a few unarmed Union militants, who suffer as few as three deaths in the process.The text combat portrays the situation as properly dangerous, as it should be when taken at face value (trained mercs with automatic rifles). Imagine it being another trash combat encounter, "real" RPG style.
Instead, the three mercenaries show up drunk, partially armored, and oddly reluctant to fire their weapons even though the men who (they think) lynched their comrade are standing tightly-bunched in front of them.
Joyce Messier describes the mercenaries as highly dangerous, possessing the weapons, armor, and training that will enable them to create a bloodbath and "execute" --- after passing judgement in a "tribunal" --- all the Union militants deemed responsible for the death of their comrade.
Joyce Messier describes the mercenaries as highly dangerous, possessing the weapons, armor, and training that will enable them to create a bloodbath and "execute" --- after passing judgement in a "tribunal" --- all the Union militants deemed responsible for the death of their comrade.
Evrart does the same thing, he just more assholish about it.
it is a good product and has good dialogue and writing, but mechanically very shallow.Give it to me quick and brutal, lads: is this an actually good game, or overrated shit? I don't care about "muh commies", since I can separate a game from its creators, and its values from mine own. I'm asking purely about the product itself.
Heresy!!It's very good. Not the best thing ever. Very good.
When is the expansion/dlc coming out?Heresy!!It's very good. Not the best thing ever. Very good.
When is the expansion/dlc coming out?
Not to mention in the absence of trash combat, Harry getting in between the mercenaries and their target, and tanking two bullets (or just one) that could have hit someone else makes him seem like a genuine absolute badass unlike pretty much every other RPG protag. Or how it feels when it's the second time we've seen Kim fire his gun, and he makes the impossible shot on Ruud. If there were usual fare of critical hits and mowing down dozens of enemies in encounters, that too would have lost all its weight. Those three mercs were worth their weight in entire games of usual combat and bossfights.But that's just me, I'm kinda fed-up with stat-based combat so instead trying to make situations of action feel significant via other means is a welcome thing to me.
The text combat portrays the situation as properly dangerous, as it should be when taken at face value (trained mercs with automatic rifles). Imagine it being another trash combat encounter, "real" RPG style.
Not to mention in the absence of trash combat, Harry getting in between the mercenaries and their target, and tanking two bullets (or just one) that could have hit someone else makes him seem like a genuine absolute badass unlike pretty much every other RPG protag. Or how it feels when it's the second time we've seen Kim fire his gun, and he makes the impossible shot on Ruud. If there were usual fare of critical hits and mowing down dozens of enemies in encounters, that too would have lost all its weight. Those three mercs were worth their weight in entire games of usual combat and bossfights.[/QUOTE]But that's just me, I'm kinda fed-up with stat-based combat so instead trying to make situations of action feel significant via other means is a welcome thing to me.
The text combat portrays the situation as properly dangerous, as it should be when taken at face value (trained mercs with automatic rifles). Imagine it being another trash combat encounter, "real" RPG style.
I avoided one. Sadly, I didn't have the gun at that point, nor I was aware I could make a device of some kind to help.(is it even remotely possible to avoid the first bullet? I had 3% chance, but never managed to succeed)
Can't you limit the damage caused though (having less people die in the fight)?Sadly it turns out that almost all of it is out of your control. Playing through it the first time was great, but learning that the choices are fake took a lot of the shine off.
What is the minimum? 3? I got the mercenaries and 1(or was it 2) of the Hardie Boys.Can't you limit the damage caused though (having less people die in the fight)?
HARDCORE MODE AND ULTRAWIDE SUPPORT!
Today, we’re introducing a new gamemode. This isn’t meant for first-time detectives who aren’t already familiar with Martinaise. If you’re new on the beat, come back after you’ve already enjoyed your time in Revachol. This one’s for officers ready to burn out on a wild ride.
Welcome to Hardcore True Detective mode. The city at the end of the world just got more existential.
So, what’s different about Hardcore Mode?
YOU’RE GONNA FAIL MORE
You’ll fail more. That’s a fact of life in Hardcore Mode. The difficulty of every Check goes up, bringing your chances of success down. Solving this case without being a Total Disaster Cop is even harder than normal. On the bright side, you’ll have more to be proud of if you do solve the case, even if your dignity got left behind with the Union of Moribund Alcoholics. And the Cuno. And Klaasje. And — well, just take your victories where you can.
YOU’RE GONNA BE POORER
The pornographically poor people Martinaise have even less money to drop, meaning there’s less for you to pick up. Lining your pockets with that delicious lucre is going to be nigh on impossible. Better get used to picking up every scrap of tare you can find. At least Roy still gives okay deals in his pawnshop, as you sell off your material wealth for a pittance. You’ve always had to hustle to survive. Now you’ve got to hustle more.
YOU’RE GONNA GET SCREWED BY BIG-PHARMA
What’s more, pharmacutical prices have gone up. That’s right! Failing costs you even more. Not only are your favorite over-the-counter drugs are more expensive — they don’t even heal you as much. Even if you find a forgotten stash in the streets, it won’t be as good. That’s how they get you though, isn’t it? They charge you more for less, and make a killing as you die.
YOU’RE GONNA LEARN TO LOVE DRUGS
If you weren’t a fan of booze and cigarettes before, let alone the hard stuff — well, good luck to you. Life’s a lot more bearable with those pick-me-ups. When all other help abandons you, and your sweet drugs are all that’s left, it’ll be harder to resist the call. Sweet ciggys to clear your head, an extra drink to build up your courage. Hardcore Mode makes it clearer how Martinaise fell into disrepute. No wonder there’s a drug problem when folks have nothing else to turn to.
YOU’RE GONNA TREASURE YOUR CLOTHES
The few posessions you do have become more important. That FRITTTE Plastic Rain Coat never protected you so good. Your Amphibian Sports Visor always helped you find stuff, but that stuff never mattered so much. Those Flare-Cut, though, and those Green Snakeskin Shoes — you might want to lose them before you try to make any jumps.
YOU’RE GONNA THINK MORE CAREFULLY
You’ve got to be cafeful with what goes in your head, too. You’ve got to plan carefully what you start thinking and when. The Thought Cabinet debuffs are more painful when you’re already more liable to fail. Can you really afford to indulge your Superstar fantasies for a few hours when it’s already harder to think straight? On the flip side, the bonuses thoughts offer might push you down paths you wouldn’t take otherwise. Maybe it’s not sexy to be a Boring Cop, but that extra stability might really help you out.
YOU’RE GONNA WISE UP FASTER
There is one saving grace you have in Hardcore Mode. The self-help books, at last, are right: Failure builds character. In this worse world, you’ll gain token amounts of extra XP every time you finish a Task. You’ll lever faster and higher, if only marginally. You’ll be able to become a more well-rounded cop, better than you ever were before. So that’s something, at least!
LOOKING BACK
Again, Hardcore Mode isn’t for everyone. But if you’ve loved this strange story in this forgotten city, it’s a way to experience it from a new perspective — a Martinaise perspective. For those of us here at ZA/UM, who’ve already spent hundreds of hours playing, this new mode been a wonderful chance to revisit the game in a fresh way.
Good luck, detective.
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And please be sure to check out U L T R A W I D E mode! Our Soundtrack and Artbooklet DLC was also updated with FLAC files, new wallpapers, and an updated artbooklet pdf.
https://store.steampowered.com/app/632470/Disco_Elysium/
https://store.steampowered.com/app/1173140/Disco_Elysium__Soundtrack_and_Artbooklet/