Lady_Error
█▓▒░ ░▒▓█
- Joined
- Oct 14, 2012
- Messages
- 1,879,250
Obsidian cannot get out of the blandness trap it seems. Do these people even like RPG's?
"Endure. In enduring grow strong."Being an RPG player is suffering~~
Prime Junta What are your thoughts on this review's criticism of Tyranny's post-Act 1 narrative, which doesn't seem to have negatively impressed you as much?
It's not that Tyranny's branching is flawed; we know it can be fascinating to play through similar events from different ends of the stick, learning more about each side's motivations and operations, as masterfully shown in the Age of Decadence. The problem is that the core gameplay and plot at the centre of all the branches is mediocre at best, and awful at worst.
It seems logically unnecessary to presume malicious intent.
Being an RPG player is suffering~~
"Endure. In enduring support decline."
It seems logically unnecessary to presume malicious intent.
The real question is how much they are aware the rest sucks in comparison.That's a Best Practice to be honest, given Steam's statistics. The beginning should always be the best and most polished.Sounds like they developed the first act last again, and the "put effort into the first act at the end of the project so all reviewers play the best bit" stands out even more.
He's preparing for the official Codex review of Torment: Tides of Numenera.At least it wasn't a Darth Suxxor review.
Prime Junta What are your thoughts on this review's criticism of Tyranny's post-Act 1 narrative, which doesn't seem to have negatively impressed you as much?
It's fair criticism. I don't think we even disagree all that dramatically about it; it's just that I treated narrative branching and gameplay separately, whereas Tigranes discusses the way they integrate (or, as it the case here, don't):
It's not that Tyranny's branching is flawed; we know it can be fascinating to play through similar events from different ends of the stick, learning more about each side's motivations and operations, as masterfully shown in the Age of Decadence. The problem is that the core gameplay and plot at the centre of all the branches is mediocre at best, and awful at worst.
This is IMO the crux of the matter. The narrative itself is fine; it just doesn't mesh with the gameplay which is a tedious, repetitive, grindy, numbers-inflating slog.
As to the plot, I'm not quite sure what Tigranes' problem with it is. Act 2's plot is defined by your interactions with the various factions. It's not particularly fascinating in its own right -- it is your standard power fantasy --, but the factions themselves were pretty interesting IMO, and the way you experience them does change dramatically depending on whether you're in, out, or opposed.
The real question is how much they are aware the rest sucks in comparison. PoE's intro had multiple CYOA segments, the only ambush in the game, an enemy you could talk to, a puzzle inside the dungeon, etc... alongside Radric's Hold, it was the best area of the game and gave me high hopes, but the failure of the rest of the game to keep up made the later content even more disappointing.Sounds like they developed the first act last again, and the "put effort into the first act at the end of the project so all reviewers play the best bit" stands out even more.
Kind of infair blaming a game for having most of its reactivity at the beginning when the whole point of the "Conquest" boardgame setup at the start is largely set on that. If you play nice with the Chorus in Conquest but later on you decided to turn on everybody that is reacting to your start of the game decisions but allowing you to say "fuck all" and make up your mind by the end of chapter 1. That pretty much sets up how the rest of the game will play out and it fits the style and yeah budget of the game.The real question is how much they are aware the rest sucks in comparison.That's a Best Practice to be honest, given Steam's statistics. The beginning should always be the best and most polished.Sounds like they developed the first act last again, and the "put effort into the first act at the end of the project so all reviewers play the best bit" stands out even more.
PoE's intro had multiple CYOA segments, the only ambush in the game, an enemy you could talk to, a puzzle inside the dungeon, etc... alongside Radric's Hold, it was the best area of the game and gave me high hopes, but the failure of the rest of the game to keep up made the later content even more disappointing.
PoE's intro had....the only ambush in the game,
Editing problem I can handle.
Typo and grammatical error I can handle. Used to be my trade, so it's no problem.
Uninterestingly pompous and/or pompously uninteresting writing I can not. It's assuredly the WRITERS's fault that I can not affect in anyway. Either I can stomach them, or I can not.
This is the same problem I have with Fallout 3 and Morrowind. Ultimately, it's a problem of writing quality.
This game remind me of Prince of Qin and Seal of Evil. PoQ game dev, after a pretty successfully quality game, go on to absolutely wreck themselves with Seal of Evil.
"That's four reports of avalanches in the mountain now. The Tiersmen can barely count past nine - they have neither the capacity nor the cause to close off the mountainpasses. Either way, that leaves the second and fourth cohort trapped outside the valley"
This is one dialog between Ashe and voice of neerat. Do you see the problem? The second sentence is barely linked together with the first. While it infodump on the Tiersmen and Ashe's attitude toward them, it stand like a hunchback in a group of straightbacks. And therefore leave the third sentence standing lonesomely.
To say nothing of the context: which is the commanders discuss situation of serious part of their strength stranded outside of their reach. No emotion on that part at all, no sirree. it's like they discuss international problem 3 thousand miles away.
I know there was a trend towards game developers hiring specialist 'creative writing'/humanities grads, but that doesn't seem to have worked out. They're people with no love or experience of interactive gaming, even in a 'interactivity as art' sense, and no idea how to write outside the linear 'cinematic gaming' crap. The best game writers have always been designers/developers who happen to have a side-talent for writing and creativity, because they understand it's an interactive medium, and that good film/book writing is terrible rail-roading when applied to games.
Can't agree more. Fucking HATE people who get into the game industry but don't play or even care for games.no love or experience of interactive gaming