Kahr
Guest
Damn breast-feeding reptilian-people!
Go fuck yourself !You can't simply ignore the great lore of the morrowind
It is impossible to totally avoid lore in Morrowind.You can't simply ignore the great lore of the morrowind
No.You.Go fuck yourself !You can't simply ignore the great lore of the morrowind
same with me too. let's see what unique culture and locations and characters they ruined in TES VIi have a feeling that Bethesda doesnt even understand how deep and rich the world of TES is.
What a wasted opportunity for a "your mom" joke.Neal Hallford and Michael Stackpole are not so bad either.
Morrowind lorefags are some of the worst.
Vamp Bloodlines' writing hit a sweet spot; it wasn't long-winded like PS:T can be.
My impression of Bloodlines is the opposite. The writing is mediocre and mostly carried by good VA that gives the characters some personality above their shallow stereotypes.Morrowind lorefags are some of the worst.
Vamp Bloodlines' writing hit a sweet spot; it wasn't long-winded like PS:T can be.
yeah i think this is one of the best cases where skill of writting took game to another level and not writting + setting like in case of PST.
Bradley’s prose is distinctive, with all the positives and negatives that suggests. Often overwrought, it’s also nonetheless evocative and possessed of a certain wan, avuncular humor alongside its philosophical brooding.
Below is one relatively simple example, preceding an encounter with a king the player has been seeking in a multi-level dungeon:
Shadows dance upon the walls of the dark and gloomy cathedral, and emptiness pervades the chamber deep within every crevice…
Faded tapestries, illuminated by the candlelight, depict scenes of warring tribes and victorious battles, and you glimmer that these represent eras of history now long passed…
Once this masterful stateroom was no doubt a bustle of activity, filled with endless politics and head-rolling decisions.
Now, only the lone figure silhouetted upon the distant throne, somber, forlorn, staring out as if pondering thoughts a million miles away, breaks through the depression which so clouds this desolate, desperate arena…
In other places, text is simply used to cap an encounter in a tonally fitting manner. After killing a great sea monster the player heard about much earlier in the game (from a man who failed to slay it):
In the blood-filled waters the leviathan carcass slips back to the depths, a gruesome end to the monsterous legend…
There’ll be no trophy to adorn any marina’s walls, and perhaps this too is how it should be…
After all, real myths are hard to come by…
However one may feel about the quality of the prose (and I confess, I enjoy it despite its faults), he’s clearly providing an atmosphere and pushing at themes the game wouldn’t otherwise convey. Even a game with an unlimited budget for art, sound, and cinematics couldn’t convey Bradley’s ideas so elegantly–an attempt to remake Wizardry VII in the more cinematic style ofDragon Age or Skyrim would fail utterly. The textual element is essential–not a crutch for a game without the technological or budgetary resources to do more, but a key part of the design and vision for a thoughtful, ambitious, occasionally self-deprecating work.
There’s a strong trend of worldbuilding in post-Tolkien fantasy–settings with laboriously crafted histories and geographies that audiences are meant to enjoy learning as they go. This is especially true in the video game world, with its many Dungeons & Dragons-inspired universes. Implied settings are regaining a level of respectability, but are more common in action games than in full-fledged RPGs–I can’t recall the last RPG I played in which as little of the setting was ever revealed as in Wizardry VII.
And that's why David W. Bradley is among the great RPG writers. Would not be surprised if he turned out to be a 'Thal Übermensch.Wizardry VII wants to talk about big ideas and it’s not shy about it. Aside from the stylized monologues (which, as in the example above, often meander around questions of existence), it’s not far into the game that the player meets “the Spirit of Life, and the spirit that unites all creation and destruction”–on a sub-quest, no less. The “maps” the player must collect (text pieces which primarily serve as clues to some of the games nastier puzzles) are formulated as spiritual and philosophical treatises on life’s journey. The true nature of the game’s ultimate artifact, too, is in line with Wizardry VII‘s interests.
In a more grounded game–in a less enigmatic, dreamlike setting, or a game where voice acting and extensive cinematics rendered characters with startling realism–Wizardry VII‘s fantasy of ideas could easily come across as pompous and overblown. But with the unique support of Bradley’s prose and careful worldbuilding that prioritizes atmosphere above fact, it’s the charming core of a game that often feels more Lewis Carroll than George R. R. Martin.
I mentioned above that I’d come back to the fact that Wizardry VII is largely one man’s vision, and I suspect Bradley’s overwhelming presence is vital to making the game’s fantasy of ideas function. There’s a sincerity and a consistency to the themes Bradley explores that would likely be difficult to maintain in a game created (or written!) by a staff of hundreds. When you privilege theme above character, you must be prepared to treat thematic consistency with the same reverence many writers hold for characters–but getting a group of creators on the same page regarding a character can be much easier than doing the same with a grand philosophical notion.
I agree . Protagonist's lines were especially bad , I felt like I was playing a redneck .My impression of Bloodlines is the opposite. The writing is mediocre and mostly carried by good VA that gives the characters some personality above their shallow stereotypes.