Bashan said:
Exitium said:
I don't know what you're getting at.
Tough to explain without spoilering.
For example, there is one fairly important character who adds "boss" to almost every sentence and talks in a menacing voice. That's his only distinguishable feature tough. He gives you your mission lowdown and some explanations but that's it. They didn't bother giving him any depth beyond these superficialities. He simply disappears after the mission is over. Other characters don't acknowledge that you completed missions for them or you are unable to talk to them afterwards. They just give you missions in different voices. It's all paper thin.
SPOILERS: DON'T READ BELOW IF YOU HAVEN'T MET GARY YET
Bashan, not to sound like an asshole, but it seems you're being exceptionally nitpicky, or trying to mislead...especially considering the example you gave.
Gary didn't have any dialogue other than giving you a mission and some explanations?
Did you fall asleep in the beginning where he's in the shadows playing mind games with you and taunting you, trying to get you intimidated or riled up? You saw no personality coming through in that whole lengthy exchange?
I got into an insult slinging fest with him because he was carrying on about how Toreadors are fools, clinging to life and vanity. He reveals crassly, if you probe him about it, how he used to be a famous actor before he got turned. That character was dripping fucking personality, and is probably one of the most memorable NPCs I've seen in a game. I mean, you don't have time to go out for drinks and get into a long philosophical discussion with him, but in the brief time you're dealing with him face to face, there's a very distinct personality there. It's the same for the vast majority of characters in Bloodlines.
The female Nosferatu who used to be a model gives you an idea about what a cruel, but clever bastard Gary can be too when talking about him.
Artificial Intelligence isn't quite to the point where it can be used for dynamic, unique characters in a video game that you can converse with all day. So if its the fact that the conversations can always become exhausted in the game that disappoints you, try lowering your expectations a bit.
I've knocked Troika in the past for their writing and dialogue of their NPCs, it has generally seemed to lack heart to me in both Arcanum and especially TOEE, but they really got it right in Bloodlines. The characters are on par with Fallout and PS:T for me.
END SPOILER
Now for the things in the game that I wish could have been better, since everyone is doing it:
- Don't like the whole thing with your sire. Why would she risk her exsistence for some dude she met one night in a bar? And why doesn't my character care to know about his sire at all, even though I think he should?
- Could have done without the forced, dungeon-like areas. Even though there's only a few, they seem like filler, and the game has enough substance already without needing it. Maybe they were trying to keep the dungeon crawlers entertained.
- Persuasion, seduction, and intimidation could have been used to better effect. Seduction has its uses as it, but I've only changed the outcome of a situation once with persuasion, the rest of the time it might as well have been a basic dialogue option. You should be able to gain access to areas and information you otherwise couldn't with one of those three skills too.
- I wish some of your feeding ho's had new stuff to say or something, or more personality in general. Maybe some comments about how they feel out of sorts after you've shown up. They start to seem like blood piggy banks after a while. Then again, that's probably how most vampires would view humans anyway.
That's all I can really think of. Of course there's always stuff I'd like added to a game, but I imagine Troika squeezed in just about all they could in the amount of time they had and there's really a lot there already. It also seems non-linear to me...it's no Fallout, but nothing is. Overall, Bloodlines has been one of the most enjoyable games I've had the experience of playing. Top five for sure.