Sweeper
Arcane
- Joined
- Jul 28, 2018
- Messages
- 4,074
Sounds gay.This is a personal journey through addiction, love and heartbreak.
Sounds gay.This is a personal journey through addiction, love and heartbreak.
Yeah you should've been able to solve the mystery by yourself one way or another, the game not allowing you to go to the island until the very very end just feels kinda cheap in retrospective. I've seen several people get stuck because they WANT to go to the potential sniper shots but it simply isn't an option.
yeah it's one of the worst endings of anything in history and really sours the entire game. the railroading in the last 33% of the game feels as though they frontloaded all the good content like Dark Souls 1 and assumed illiterate game journalists would never get that farThe only real criticism I have about this game is that the
murder mystery was a complete red herring. To not have the actual murderer be known until the final 20 minutes of the game is beyond retarded. I don't care if it has any deeper meaning or any of that -- dont advertise it as a murder mystery game if it's not solvable. The rest of it was really charming and the writing was great but the fucking murder mystery pissed me off to ever rate this more than a 7.5 because I was trying to find motivations and evidence where there wasnt any. Fuck you, dumbasses, for baiting me into thinking about the game instead of just watching it like a movie
Yes. Bg3, dos, pillars, pathfinders, etc. Not this game though. DE isn't frontloaded.Aren't there quite a few games in history where the front/first half are more is going relatively well but then the due date and overlord publishers push the developers into a crunch so the end becomes bland and rushed to fuck and damned be the original vision?
I'm not arguing for the player being able to solve the case from a narrative point of view, I'm arguing from a player agency point of view. The game tells you there are 3 sniper spots you should take a look at but bars you from going to the correct one up until the endgame, which doesn't really happen with any other thing in the game besides the second part of the map being locked, which is justified in the narrative. There's very little reason why the player can't ask for the boat to go the the island right away, it just isn't an option in the game. It creates a disconnect between your objective and what you can do that wasn't really there before even if you were trying to solve the murder.Yeah you should've been able to solve the mystery by yourself one way or another, the game not allowing you to go to the island until the very very end just feels kinda cheap in retrospective. I've seen several people get stuck because they WANT to go to the potential sniper shots but it simply isn't an option.
That is not necessary. There are currents in noir, oftentimes with political issues (not woke neither in themes nor in style, so no preachy, but with a strongpolitical weltashauung), in which the solution to "the mystery" isn't the point; it may be solvable, but the point is the socio-economic and human processes of which the "mystery" is just a result, or a small part. The spanish author Manuel Vázquez Montalbán, of communist provenience and his character Pepe Carvalho, for example. Mind this is completely different from "post-modern" and "post-Eco" sawyerism, the mystery isn't the point not because there is no objective truth and yadda yadda but because the truth is impotent when the situation is corrupted at the roots.
That doesn't really apply to DE though. You can blow entire days doing nothing but reading books or talking politics with the locals. You can complete the game without even looking at the corpse in the first place even, and all of this is supported and even accounted for (for the most part, salve for very extreme cases) by the narrative.You can't travel to the island because of the implicit understanding that your character is working as a detective on a murder case, and with his limited time and resources he has to explore the likeliest-seeming options first. As I recall, the island shot was estimated to be by far the most difficult, with the other two being much easier(and besides, you spent a decent chunk of the midgame hunting down potential suspects. Again, a much better use of your time than fucking off to some island). The narrative only allows you to sail to the island when it makes sense to - ie, when you've exhausted other, more plausible-sounding possibilities and have only the fainter lead remaining.
I think it's true that Disco's endgame plot gate wasn't executed well. I wonder how it could have been improved.
Perhaps the weather - a storm that reaches its peak on the day of the tribunal? Or if that's too extravagant, maybe the tides making it too dangerous to approach the island.
wow, bioware should hire youI think it's true that Disco's endgame plot gate wasn't executed well. I wonder how it could have been improved.
Perhaps the weather - a storm that reaches its peak on the day of the tribunal? Or if that's too extravagant, maybe the tides making it too dangerous to approach the island.
Or they should have just allowed spergs to reach the island in no time finishing the game immediately sparing us from these dumb threadsI think it's true that Disco's endgame plot gate wasn't executed well. I wonder how it could have been improved.
Perhaps the weather - a storm that reaches its peak on the day of the tribunal? Or if that's too extravagant, maybe the tides making it too dangerous to approach the island.
I don’t think that would address the core issue that some people have with the area being gated off and the mystery unsolvable until the end of the game.
If you could have gotten to the area, investigated and found clues, but with Lilianovich and his rifle nowhere to be seen (except for your sensation that someone is there, which is already in the game), that would probably be an improvement.
That'd be fun. The only problem I see with doing that is that you'd be messing up the weather system the game already had, which actually affects the dialogue and heavily affects shivers checks which so many people love.I think it's true that Disco's endgame plot gate wasn't executed well. I wonder how it could have been improved.
Perhaps the weather - a storm that reaches its peak on the day of the tribunal? Or if that's too extravagant, maybe the tides making it too dangerous to approach the island.
Numenera has a better ending than Disco and that game's third act is a Powerpoint presentationJust finished this game.
I liked it, but it felt way too railroaded. So many characters, so many skill checks, so many quests, and so much fucking text, but in the end they never amounted to anything substantial.
You have a lot of choices but the consequences are non-existent. They didn't even bother adding end slides or something to feel what your actions actually did on Martinaise.
Also, in so many occasions I stumbled on a cool lead on the case I thought I could progress on my own, get frustrated over not finding the solution, check the wiki for the answer being "just progress the main quest and it will resolve itself". And that's basically the game, it solves itself.
You can say exactly the same thing about Planescape: Torment (the ultimate conclusion of that game is the same no matter what you do in-between). But I doubt you will find many people who think Numenera is better than Torment, even if Numenera has "a better ending".Numenera has a better ending than Disco and that game's third act is a Powerpoint presentationJust finished this game.
I liked it, but it felt way too railroaded. So many characters, so many skill checks, so many quests, and so much fucking text, but in the end they never amounted to anything substantial.
You have a lot of choices but the consequences are non-existent. They didn't even bother adding end slides or something to feel what your actions actually did on Martinaise.
Also, in so many occasions I stumbled on a cool lead on the case I thought I could progress on my own, get frustrated over not finding the solution, check the wiki for the answer being "just progress the main quest and it will resolve itself". And that's basically the game, it solves itself.