The game is p. good and the writing is above average except the companions. Even amongst companions Eder, Serafen and Maia are fairly good. Ydwin and Rekke are very interesting as well, sidekicks in general seem to be much more interesting backgrounds moreover.
The game is p. good and the writing is above average except the companions. Even amongst companions Eder, Serafen and Maia are fairly good. Ydwin and Rekke are very interesting as well, sidekicks in general seem to be much more interesting backgrounds moreover.
The game is p. good and the writing is above average except the companions. Even amongst companions Eder, Serafen and Maia are fairly good. Ydwin and Rekke are very interesting as well, sidekicks in general seem to be much more interesting backgrounds moreover.
And the main quest is hardly a shining example of good storytelling...
I honestly completely phased out PoE2, the main games for me are made by smaller studios. Obsidian is just a natural disaster and global warming.I honestly completely phased out the main quest, the main quest for me is the factions and fate of neketaka. Eothas is just a natural disaster and global warming.
It is one of the few instances where I can recall "show, don't tell" backfired.
You mean you like the narrator?
The expanded sidekick dialogue in the DLCs is pretty good, with the exception of Konstanten who becomes a near-legendary Kazuwari fighter with a dead dad and estranged sister for some reason. I prefer the base game version of him where he's just a dude with big hands who likes adventuringThe game is p. good and the writing is above average except the companions. Even amongst companions Eder, Serafen and Maia are fairly good. Ydwin and Rekke are very interesting as well, sidekicks in general seem to be much more interesting backgrounds moreover.
Yeah. Seems like they went with the cheapest and least annoying way to handle the main quest narration, and I suspect POE1's reactivity is the reason. I can see how they would, from the get go, decide to handle the gods chit chat via pure narrative sequences - as it made it much easier for them to put flavour reactivity there, like Wael's Ultimate Spell of Scrolls Annihilation and the like.I would have preferred if the other gods spent less time talking to the PC and more time causing natural disasters to try and stop Eothas.
Okay, and did you view the god council scenes as a clever way to display the gods, their traits, etc.? I do not view "show don't tell" as "no lengthy descriptions," because a lengthy description would not have saved the scenes either. PST had lengthy descriptions and it was good. In contrast, Obsidian trying to craft scenes in which all the gods are on display and being wacky was a fucking low point.It is one of the few instances where I can recall "show, don't tell" backfired.
Jesus this again, "Show don't tell" refers to a literary convention in written text. Show in this case refers to writing descriptions of people and situations, as opposed to tell which in a lot of fiction books was straight telling like "He was a mean man with a bad temper and reputation for always taking revenge" instead of writing about situations in which such traits can be displayed. "Show don't tell" isn't "don't do lengthy descriptions" and in fact whenever someone uses this idiom talking about video games they invariably imply "Tell don't show".
Okay, and did you view the god council scenes as a clever way to display the gods, their traits, etc.? I do not view "show don't tell" as "no lengthy descriptions," because a lengthy description would not have saved the scenes either. PST had lengthy descriptions and it was good. In contrast, Obsidian trying to craft scenes in which all the gods are on display was a fucking low point.It is one of the few instances where I can recall "show, don't tell" backfired.
Jesus this again, "Show don't tell" refers to a literary convention in written text. Show in this case refers to writing descriptions of people and situations, as opposed to tell which in a lot of fiction books was straight telling like "He was a mean man with a bad temper and reputation for always taking revenge" instead of writing about situations in which such traits can be displayed. "Show don't tell" isn't "don't do lengthy descriptions" and in fact whenever someone uses this idiom talking about video games they invariably imply "Tell don't show".
Okay, and did you view the god council scenes as a clever way to display the gods, their traits, etc.? I do not view "show don't tell" as "no lengthy descriptions," because a lengthy description would not have saved the scenes either. PST had lengthy descriptions and it was good. In contrast, Obsidian trying to craft scenes in which all the gods are on display was a fucking low point.It is one of the few instances where I can recall "show, don't tell" backfired.
Jesus this again, "Show don't tell" refers to a literary convention in written text. Show in this case refers to writing descriptions of people and situations, as opposed to tell which in a lot of fiction books was straight telling like "He was a mean man with a bad temper and reputation for always taking revenge" instead of writing about situations in which such traits can be displayed. "Show don't tell" isn't "don't do lengthy descriptions" and in fact whenever someone uses this idiom talking about video games they invariably imply "Tell don't show".
I do not mind the Gods because I do not expect them to be a Zoroastrian or Abrahamic representation of omnipotence and omnibenevolence. They are human devised and barely functional Norse/Egyptian/Greek gods that revolve around ritual and duty, as were the old pagan religions. It's Thaos' mistake to assume they would be about morals and judgement.
There is a problem with this game that no one has talked about yet. That's the game tries to sell you the idea that animancy is progress and the opposition to it is mostly with safety concerns. However to me animancy looks a little more than soul eugenics that helps no one but instead uses a weird combination of psychology and genetics with experimental testing that resembles more Nazi Germany or Imperial Japanese research.
There are plenty of characters who are hostile to animancy, and the Engwithans- the great animancers of the past- are established as horrific monsters. "Animancy as progress" is just a point of view of some people within in settingThere is a problem with this game that no one has talked about yet. That's the game tries to sell you the idea that animancy is progress and the opposition to it is mostly with safety concerns. However to me animancy looks a little more than soul eugenics that helps no one but instead uses a weird combination of psychology and genetics with experimental testing that resembles more Nazi Germany or Imperial Japanese research.
Games heavily implie that it's this way because of the workings of Hand Occult (mainly) and Leaden Key, these two organizations actively try to sabotage attempts at refining animancy into true science, one on par with Engwithan acumen.There is a problem with this game that no one has talked about yet. That's the game tries to sell you the idea that animancy is progress and the opposition to it is mostly with safety concerns. However to me animancy looks a little more than soul eugenics that helps no one but instead uses a weird combination of psychology and genetics with experimental testing that resembles more Nazi Germany or Imperial Japanese research.
I don't think it's down to talent, because I find the same actress great as Ydwin. More probably the Narrator's terrible tone has to do with inaccurate direction on the part of whoever was responsible for directing the voice actors on the style. I wouldn't be surprised if this was to be Justin Bell again.You mean you like the narrator?
It's like she went to acting school and only learned the melodrama voice before dropping out
The ~narrative designers'~ graphomania continues, I see.The expanded sidekick dialogue in the DLCs is pretty good, with the exception of Konstanten who becomes a near-legendary Kazuwari fighter with a dead dad and estranged sister for some reason. I prefer the base game version of him where he's just a dude with big hands who likes adventuring
They could have had pure narrative sequences and still provide reactivity, just like it's done in the ending slides for example - which paragraphs appear is decided by some ingame flags being set. The gods' sequences have absolutely no redeeming features as they are right now. And the fact that they keep giving the player options about what to say and it doesn't matter one bit what you say is downright insulting. I wish they were cut out from the game completely and I can't imagine how could anyone watch through these and think "that's ok, we did a good job".Yeah. Seems like they went with the cheapest and least annoying way to handle the main quest narration, and I suspect POE1's reactivity is the reason. I can see how they would, from the get go, decide to handle the gods chit chat via pure narrative sequences - as it made it much easier for them to put flavour reactivity there, like Wael's Ultimate Spell of Scrolls Annihilation and the like.
There are plenty of characters who are hostile to animancy, and the Engwithans- the great animancers of the past- are established as horrific monsters. "Animancy as progress" is just a point of view of some people within in setting
Josh has talked about this - the presentation of animancy was something they wanted to change with regards to how it was in Pillars 1. His impression is that people's impression was that animancy is mostly something evil and pretty much the equivalent of "necromancy but with souls". Hence the "animancy can allow us to teleport and cure diseases" the storylines.There is a problem with this game that no one has talked about yet. That's the game tries to sell you the idea that animancy is progress and the opposition to it is mostly with safety concerns. However to me animancy looks a little more than soul eugenics that helps no one but instead uses a weird combination of psychology and genetics with experimental testing that resembles more Nazi Germany or Imperial Japanese research.
True. I guess they aimed for "that's okay, we did *something*" - which is why I think there was no ambition whatsoever there. It's not even failing at this point, it's not trying at all. Which is worse.They could have had pure narrative sequences and still provide reactivity, just like it's done in the ending slides for example - which paragraphs appear is decided by some ingame flags being set. The gods' sequences have absolutely no redeeming features as they are right now. And the fact that they keep giving the player options about what to say and it doesn't matter one bit what you say is downright insulting. I wish they were cut out from the game completely and I can't imagine how could anyone watch through these and think "that's ok, we did a good job".