Blaine
Cis-Het Oppressor
The game being very good.
Clever, but no, that definitely wasn't it. "Very okay" is closer to the mark.
The game being very good.
Translation from retardo:
combat-heavy = full of trash mobs even though it was supposed to have none
well written = IT HAS OVER 2 BILLION WORDS!!!1 - simple people entertained by simple things
interesting setting = forgotten realms with guns
Trash-heavy RTwP fauxsometric pretentiously wordy cRPGs in slightly tweaked (ORIGINAL CONTENT DO NOT STEAL!) generic settings are a favorite of mine also.
The story in the first couple of acts is a bit generic and uninspired, but it was decent enough. Then the faction system was wasted on shallow, unambiguous factions that only make a real difference in Defiance Bay. The endgame itself should've been about the player's decisions and rise within major factions and perhaps an independent path. Defeating the Mysterious Cult Leader™ should've been the end of Act 2 and the turning point for the second half.
Oh, and another thing that really bothered me: the gods are fake but powerful. Alright, but if their very "existence" is at risk due to the conservative villains, and they're already breaking their rules by helping me, why the hell didn't they intervene in a meaningful way? Basically all they did was give the player immunity to fall damage for a little while, with a bunch of souls working as a parachute. With so much at stake, is this all they can do? Help an average joe who was lucky enough to survive a biwacwhatever descend into a pit and fight the most OP sorcerer in the world's history?
The story in the first couple of acts is a bit generic and uninspired, but it was decent enough. Then the faction system was wasted on shallow, unambiguous factions that only make a real difference in Defiance Bay. The endgame itself should've been about the player's decisions and rise within major factions and perhaps an independent path. Defeating the Mysterious Cult Leader™ should've been the end of Act 2 and the turning point for the second half.
Oh, and another thing that really bothered me: the gods are fake but powerful. Alright, but if their very "existence" is at risk due to the conservative villains, and they're already breaking their rules by helping me, why the hell didn't they intervene in a meaningful way? Basically all they did was give the player immunity to fall damage for a little while, with a bunch of souls working as a parachute. With so much at stake, is this all they can do? Help an average joe who was lucky enough to survive a biwacwhatever descend into a pit and fight the most OP sorcerer in the world's history?
A seemingly crazed atheist tells you gods are fake, but are they really?
Yes, they had a pact, and then Eothas broke it and they killed/made him disappear for it. The thing is, the others break it in order to help the PC.If I remember correctly, it was stated that they can't directly act (only through proxies such as Thaos and the PC), because of some truce pact between the gods. All of them (besides Berath) already formed alliances between themselves, one of the lore books indicates that Eothas was probably teamed-up with Hylea, before he snuffed it.
But yeah, I was digging the story (the setting had a lot of potential for good stories, even though it was set in not-Sword-Coast, probably the blandest part of the world) up until the very end and the whole do-we-need-Gods-who-aren't-really-Gods-oh-this-is-such-a-philosophical-query-but-not-really-eh diatribe.
That, Thaos being such an unmemorable villain, and The Watcher's condition being so underused, are probably the biggest reasons why the story never fully comes together.
I really wish Avellone had more of a hand in this.
Also, as already mentioned ITT, it does seem that Zeits was responsible for much of the basic plot (before he left and everything got mish-mashed together), certainly the Woedica part, at least.
There's nothing to explained. To each their own, I thought it was alright at first and then turned to shit.Let me explain the game story, plot, writing, themes etc to you and other poor lost men at large:
The first act does a very good job at introducing the player to the setting in general and particularly to the catastrophic situation at hand in the Free Palatinate of Dyrwood. First introduction to who might be behind it (Mysterious Cult Leader™). Main Themes: Discovery and Dispair
The second act is about solving Defiance Bay complicated faction arrangement and the animancy/hollowborn controversy while investigating who might be behind it (Mysterious Cult Leader™). Main Themes: Conflict and Hope
The third and fourth acts lets you navigate through the magical shrouds in Eír Glanfath by crossing Twin Elms to reach Burial Island and settle the game's main quest that was introduced in early Act 1, killing the boss (Mysterious Cult Leader™) and deciding the fate of the region. Main Themes: Mysterty and Resolution/Acomplishment
Looks like a well constructed structure for a cRPG to me. Side quests of excellent quality with good writing and memorable NPCs and situations to be solved with interesting C&C abound.
The gods are man-made, that much is clear. And "they work in mysterious ways" is not exactly an excuse when they're talking to you directly and asking you to do their bidding in exchange for their help. They're very clear about their requests and the threat is very clear as well.A seemingly crazed atheist tells you gods are fake, but are they really? Or is just the delusion of a defeated political actor from ages ago? The gods are very powerful indeed, as proven by cleric spells, stated as the masterpiece creation of an advanced and doomed civilization, but they work in mysterious ways, particularly fan-favourite Wael. The game is just the first in the series, do you expect the setting's Lore secrets to be spoon-fed to you? To me, the character's tragectory in the game was very well told as your PC goes from lowly blank state someone and by gaining power and receiving divine to help defeat a major actor in the setting in the course of dozens of hours of gameplay. It left me with a sense of wonder and growth, while also making me reflect on real life and death paralel issues. Which is the purpose of good art (and good games with good stories and systems).
This game is a gem and truly underappreciated in Fallout4codex. I still can't believe how Obsidian pulled this, given what we know now about the conflicts within the company. It will remain forever as a classic in the genre.
The gods are man-made, that much is clear.
And "they work in mysterious ways" is not exactly an excuse when they're talking to you directly and asking you to do their bidding in exchange for their help. They're very clear about their requests and the threat is very clear as well.
If the PC doesn't succeed, they're all destroyed. If they can't do more than give you a spiritual parachute, they deserve to get fucked in the first place.
No idea about what Thaos tried to do.
none of the choices did jack and all of it ended the same way
If I remember correctly, it was stated that they can't directly act (only through proxies such as Thaos and the PC), because of some truce pact between the gods. All of them (besides Berath) already formed alliances between themselves, one of the lore books indicates that Eothas was probably teamed-up with Hylea, before he snuffed it.
But yeah, I was digging the story (the setting had a lot of potential for good stories, even though it was set in not-Sword-Coast, probably the blandest part of the world) up until the very end and the whole do-we-need-Gods-who-aren't-really-Gods-oh-this-is-such-a-philosophical-query-but-not-really-eh diatribe.
That, Thaos being such an unmemorable villain, and The Watcher's condition being so underused, are probably the biggest reasons why the story never fully comes together.
I really wish Avellone had more of a hand in this.
Also, as already mentioned ITT, it does seem that Zeits was responsible for much of the basic plot (before he left and everything got mish-mashed together), certainly the Woedica part, at least.
Yes, they had a pact, and then Eothas broke it and they killed/made him disappear for it. The thing is, the others break it in order to help the PC.
So Woedica is coming back with a vengeance. Why the hell not do something meaning useful about it, when their own existence is at stake? They're about to be destroyed ffs.
Instead they make the protagonist do their bidding and accept some offer (or not), as if they had any kind of leverage there. The actual reasonable response should've been:
"Look fellas, we're all going to get fucking destroyed if we don't beat this guy. I'm not hunting trash mobs for you."
Yes, they had a pact, and then Eothas broke it and they killed/made him disappear for it. The thing is, the others break it in order to help the PC.If I remember correctly, it was stated that they can't directly act (only through proxies such as Thaos and the PC), because of some truce pact between the gods. All of them (besides Berath) already formed alliances between themselves, one of the lore books indicates that Eothas was probably teamed-up with Hylea, before he snuffed it.
But yeah, I was digging the story (the setting had a lot of potential for good stories, even though it was set in not-Sword-Coast, probably the blandest part of the world) up until the very end and the whole do-we-need-Gods-who-aren't-really-Gods-oh-this-is-such-a-philosophical-query-but-not-really-eh diatribe.
That, Thaos being such an unmemorable villain, and The Watcher's condition being so underused, are probably the biggest reasons why the story never fully comes together.
I really wish Avellone had more of a hand in this.
Also, as already mentioned ITT, it does seem that Zeits was responsible for much of the basic plot (before he left and everything got mish-mashed together), certainly the Woedica part, at least.
So Woedica is coming back with a vengeance. Why the hell not do something meaning useful about it, when their own existence is at stake? They're about to be destroyed ffs.
Instead they make the protagonist do their bidding and accept some offer (or not), as if they had any kind of leverage there. The actual reasonable response should've been:
"Look fellas, we're all going to get fucking destroyed if we don't beat this guy. I'm not hunting trash mobs for you."
There's nothing to explained. To each their own, I thought it was alright at first and then turned to shit.Let me explain the game story, plot, writing, themes etc to you and other poor lost men at large:
The first act does a very good job at introducing the player to the setting in general and particularly to the catastrophic situation at hand in the Free Palatinate of Dyrwood. First introduction to who might be behind it (Mysterious Cult Leader™). Main Themes: Discovery and Dispair
The second act is about solving Defiance Bay complicated faction arrangement and the animancy/hollowborn controversy while investigating who might be behind it (Mysterious Cult Leader™). Main Themes: Conflict and Hope
The third and fourth acts lets you navigate through the magical shrouds in Eír Glanfath by crossing Twin Elms to reach Burial Island and settle the game's main quest that was introduced in early Act 1, killing the boss (Mysterious Cult Leader™) and deciding the fate of the region. Main Themes: Mysterty and Resolution/Acomplishment
Looks like a well constructed structure for a cRPG to me. Side quests of excellent quality with good writing and memorable NPCs and situations to be solved with interesting C&C abound.
The gods are man-made, that much is clear. And "they work in mysterious ways" is not exactly an excuse when they're talking to you directly and asking you to do their bidding in exchange for their help. They're very clear about their requests and the threat is very clear as well.A seemingly crazed atheist tells you gods are fake, but are they really? Or is just the delusion of a defeated political actor from ages ago? The gods are very powerful indeed, as proven by cleric spells, stated as the masterpiece creation of an advanced and doomed civilization, but they work in mysterious ways, particularly fan-favourite Wael. The game is just the first in the series, do you expect the setting's Lore secrets to be spoon-fed to you? To me, the character's tragectory in the game was very well told as your PC goes from lowly blank state someone and by gaining power and receiving divine to help defeat a major actor in the setting in the course of dozens of hours of gameplay. It left me with a sense of wonder and growth, while also making me reflect on real life and death paralel issues. Which is the purpose of good art (and good games with good stories and systems).
This game is a gem and truly underappreciated in Fallout4codex. I still can't believe how Obsidian pulled this, given what we know now about the conflicts within the company. It will remain forever as a classic in the genre.
If the PC doesn't succeed, they're all destroyed. If they can't do more than give you a spiritual parachute, they deserve to get fucked in the first place.
If I remember correctly, it was stated that they can't directly act (only through proxies such as Thaos and the PC), because of some truce pact between the gods. All of them (besides Berath) already formed alliances between themselves, one of the lore books indicates that Eothas was probably teamed-up with Hylea, before he snuffed it.
But yeah, I was digging the story (the setting had a lot of potential for good stories, even though it was set in not-Sword-Coast, probably the blandest part of the world) up until the very end and the whole do-we-need-Gods-who-aren't-really-Gods-oh-this-is-such-a-philosophical-query-but-not-really-eh diatribe.
That, Thaos being such an unmemorable villain, and The Watcher's condition being so underused, are probably the biggest reasons why the story never fully comes together.
I really wish Avellone had more of a hand in this.
Also, as already mentioned ITT, it does seem that Zeits was responsible for much of the basic plot (before he left and everything got mish-mashed together), certainly the Woedica part, at least.
Yes, they had a pact, and then Eothas broke it and they killed/made him disappear for it. The thing is, the others break it in order to help the PC.
So Woedica is coming back with a vengeance. Why the hell not do something meaning useful about it, when their own existence is at stake? They're about to be destroyed ffs.
Instead they make the protagonist do their bidding and accept some offer (or not), as if they had any kind of leverage there. The actual reasonable response should've been:
"Look fellas, we're all going to get fucking destroyed if we don't beat this guy. I'm not hunting trash mobs for you."
Well, the pact is that they can't directly intervene. Woedica was working with Thaos as her agent, which is permissible, I guess, while Eothas descended down in (more or less) avatar form. And even then, he was destroyed through the treachery of Magran, Woedica, Galawain (also Skaen and Abydon? Can't remember if those two were also involved) and their mortal followers, not by them personally.
Also I don't think it was ever outright stated that Woedica would destroy all of the other gods, just that she would be more powerful than each of them individually, and that it would mess up the delicate status quo of power that the pantheon has going on.
I do agree that it could have been handled better (even though the god quests were some of the better and more interesting ones in the game, so I really don't mind them making the PC do their bidding in order to get them to talk), but Woedica wasn't presented as someone who was set out to destroy the world, or even her fellow gods (subjugate - probably; destroy - no), but rather someone who wanted the power she perceived (rightfully or not) was unjustly stolen from her, and was willing to do anything to get it back.
The story was more about what happens when inscrutable divine politics and backstabbing spill into the real world, then about "stopping" the problem. Even if you didn't arrive to stop Thaos, the Hollowborn crisis would have been resolved either way - he was moments away from sending all that power to Woedica (an option you can also chose), after which no more babies would have been sacrificed. All you can choose is what will be done with the soul energy, and you will always (even inadvertently) fulfill the wishes of at least one god.
The impression I got was that Woedica interfered first with trying to bring back the fear of the gods.