Prime Junta
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Prime Junta Tigranes you guys have actually played it, can you explain what makes the skills as characters setup different from any old build related reactivity?
I will neither confirm nor deny that I've played it, but the following should be fairly evident from the previews they've released so far. Take it for what it's worth...
The game is attempting two things that haven't really ever been done in RPGs. One is to be a simulation of being a sentient being. The other is to recreate the feel of a pen-and-paper RPG session not involving figurine-based combat, but with a really creative and quick-witted DM and a really deeply fleshed-out world.
The skills are central to how this works. Yes, they serve as gatekeepers like in every cRPG with non-combat skills ever; succeed in a die roll and you accomplish something, fail and you hurt your foot kicking on the rubbish bin, and get to try again after putting a point in your kicking-the-rubbish-bin skill. (Which would be Physical Instrument.) That really isn't that different from any other cRPG.
There are two things that really are different however.
One, the "Red" skills you can only try once, and where failures have sometimes really cool if often unfortunate consequences. This is your DM quickly coming up with a new mess you got yourself into when, say, you failed your Volition check and wet yourself in front of an authoritative character who has you by the testicles. I haven't seen this kind of thing anywhere. The Witchers have delayed consequences for your actions, which may sometimes be not what you wanted, but this is about things taking an unexpected but still interesting turn when you failed at something you attempted.
Two, the internal monologue. The higher your skills are, the more they talk to you. They're the ideas popping into your head seemingly at random, which then open up new avenues for you to pursue. Sometimes the ideas are really good "Empathy: That guy is hiding something about that topic, press him on it." Sometimes it's really bad: "Electrochemistry: Lick that rum stain. Lick it! Lick it now!" Either way, you can act on it or not, and the combination of the skills you've built up and the actions you've taken to their prompts defines "what kind of cop you are" at a completely new level.