What I would like to see in patches, is some kind of hardcore mode. For example, open up the ruleset so I can spend points in character creation directly on skills, instead of tying the skill to attributes.
It would open up a possibility for AoD-style meta-gamey playthroughs, where you can fuck your build entirely and have to juice your skills to progress, carefully manage your character and THC bonuses, avoid silly builds with 1hhp/1morale and so on.
Make it a little bit more gamey, basically.
What would you say the best skills are? we can make a distinction; best from an utilitarian standpoint (Perception?) and simply amusement (I love Inland Empire), as well as key skills for the plot.
[/QUOTE]I've started to make a list of "narrative snafus" or oddities that stand out to me, beyond the whole "I've never talked to a third-positionist in my entire life" that permeates most of the political writing, which really deserves its own discussion and list of what the fucks. It's more of a commentary on things I've encountered that could be better or that doesn't mesh with the rest of the game. Some are probably going to be more serious than others, and some are just 100% opinion.
I was going to them all up until I've finished the game, but in case anyone has other experiences that relate to it and gives a shit, I thought I might as well share it now. I'm posting it here because I'm trying to avoid spoilers and don't want to go to the spoiler-y thread.
• If you end up not talking with Evrart (The Union Boss) until late the 2nd day and then work with him on the third and get him talking about the case - in other words, you've managed to do a bunch of other things - it's entirely possible that you've already worked out a ton of stuff concerning the Hardie boys, the murder, the hanging, and the woman on the balcony (whose name escapes me), including the lawyer woman fucking off, and you putting yourself on the track of Ruby. However, when you talk to Evrart about the case, he'll still be doing the usual spin (based on, as far as I'm aware as of writing this, the facts of the case as he actually knows it or have had it relayed to him, I guess) about how the victim was a mercenary and how they totally hanged him, why it was justified, etc.
You don't get a chance to correct this, or to interrupt him. This stood out to me as the first (and so far only) time in the game where I felt reactivity was lacking. Throughout most of the game prior to this point (at least), there's a lot of cross-pollination and interjections and changes based on what you've done prior, but here, it seems that the assumption is that you've talked to Evrart before working things out at the hostel, which - considering the rest of the game prior - stands out as an odd assumption.
• Also related to Evrart, he asks you to open a door. Fair enough. You can choose to lie. I love that. However, this was the first time I felt like a very reasonable option was simply.. missing. Why on Earth can't you open the door, check out the flat/basement, and then lock it, and then lie to Evrart about having left it unlocked? It's a perfectly reasonable thing to do, assuming you don't want to be Evrart's lapdog, but still want to see if you can figure out *why* he wanted me to unlock *that* door or *who* lives there.
• Talking to Measurehead in the middle of the night results in some really odd comments and references to the racist lorry-driver down the street. Because the racist lorry-driver isn't there. Yet you point at him, and the racist lorry-driver is referenced as yelling to someone that enters the Frittte... which is closed. As opposed to the previous two "issues", this one is a genuine error or oversight or maybe even a bug, in my opinion.
• I wrote "I love Cuno" on the wall. Cuno acknowledges that I wrote on the wall, but he doesn't acknowledge *what* I wrote on the wall. He didn't even call me a fag. Literally unplayable.
In your opinion, does this game really deserves to be called as the planescape torment of modern video gaming?
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• Talking to Measurehead in the middle of the night results in some really odd comments and references to the racist lorry-driver down the street. Because the racist lorry-driver isn't there. Yet you point at him, and the racist lorry-driver is referenced as yelling to someone that enters the Frittte... which is closed. As opposed to the previous two "issues", this one is a genuine error or oversight or maybe even a bug, in my opinion.
you find car and learn what happened regardless of skill check. and that's how many things go for skills in this game.It is extremely cool skill with its visual effects but surprisingly, it doesn't affect game progression that much and is fairly optional.Thing is, I managed to succeed at all the visual calculus checks
Logic is a better skill I think.
When you begin the game you use visual calculus for your car quest, then for the footprints that help you to break hardies.
When inspecting the body it helps to reduce the shooting requirements. Also you can guess the guy Age.
Then you use visual calculus at the end.
I think visual calculus is far more useful than Logic in main quest.
No, it's simply too basic. Lacks replayability too.In your opinion, does this game really deserves to be called as the planescape torment of modern video gaming?
blue + purple + shivers + perception.What would you say the best skills are?
What would you say the best skills are? we can make a distinction; best from an utilitarian standpoint (Perception?) and simply amusement (I love Inland Empire), as well as key skills for the plot.
In your opinion, does this game really deserves to be called as the planescape torment of modern video gaming?
careful with your words here
I want to hear his opinion on the matter.
Whether I possess the same or contrary opinion matters not.
In your opinion, does this game really deserves to be called as the planescape torment of modern video gaming?
Oh dear god no.In your opinion, does this game really deserves to be called as the planescape torment of modern video gaming?
I am not sure about this.its dialogue system is far more advanced and ambitious than PST
Yeah, it's not even a contest. The would-be "politics" of PS:T is also on a much higher level than Disco Elysium, with the added benefit of being divorced from reality (whereas in Disco Elysium, it tries not to be but ironically end up being divorced anyway - except in the opposite of a good way).I am not sure about this.its dialogue system is far more advanced and ambitious than PST
At minimum your alignment in PST unlocked NPCs and factions I believe. And factions were pretty big chunks of content.
And I would say factions in PST beat the shit out of DE politics no problemo, by the way.
I am not sure about this.its dialogue system is far more advanced and ambitious than PST
At minimum your alignment in PST unlocked NPCs and factions I believe. And factions were pretty big chunks of content.
And I would say factions in PST beat the shit out of DE politics no problemo, by the way.
I want to hear his opinion on the matter.
Whether I possess the same or contrary opinion matters not.
You didn't ask for my take but I'll give it anyway -- another variant of it in any case.
PS:T and DE made me feel the same way. I haven't felt that way with any other games.