Ol' Willy
Arcane
Natural asexuality is extremely rare, but obtained asexuality is one of the symptoms of being high up to the eyeballs on heavy tranquilizers, antidepressants and sedatives. Make your conclusion.What does asexuality mean anyway?
Natural asexuality is extremely rare, but obtained asexuality is one of the symptoms of being high up to the eyeballs on heavy tranquilizers, antidepressants and sedatives. Make your conclusion.What does asexuality mean anyway?
Not defending that super awkward questline, but she says they've been emailing a lot between when they met and when you do the quest.
Nah, it is way above good friends. Asexual is no the same as aromantic (= not interest in romantic relationship).What does asexuality mean anyway?
You want to be close to someone but not have a relation that may involve sex or is not based on a preference on a certain gender?
So basically you just really want to be good friends with someone?
It's also realistic. Someone who is asexual would probably have other mental illnesses etc.This is internally consistent in the game though: she only knows Junlei for only the few hours you are on the Groundbreaker :-P.
Like the poster above me is saying modern asexuals have all sorts caveats added to that but that's because it's a socially performative identity for retards, not an actual orientation.No interest in sex.
Some cringe California dialog and short haired ladies aside, complete lack of any challenge whatsoever is the game's main problem. Not even just combat challenge, but challenge at doing anything.
Some cringe California dialog and short haired ladies aside, complete lack of any challenge whatsoever is the game's main problem. Not even just combat challenge, but challenge at doing anything.
Agree on lack of challenge at doing anything
i found this pretty strange, the only time the game was really hard was because I hadn't picked up a new set of weapons and armor lately. The Final Boss of the corpo run was a little tough too, but only because I forgot to bring shock weapons, which was remedied by me re-loading the game, installing one of the 50+ mods I'd picked up in my eight hour playthrough and then steamrolling the boss. That was on hard, I can't imagine what Normal/Easy are like.
i found this pretty strange, the only time the game was really hard was because I hadn't picked up a new set of weapons and armor lately. The Final Boss of the corpo run was a little tough too, but only because I forgot to bring shock weapons, which was remedied by me re-loading the game, installing one of the 50+ mods I'd picked up in my eight hour playthrough and then steamrolling the boss. That was on hard, I can't imagine what Normal/Easy are like.
Yeah that final boss and some of the prisoners were bullet sponges on hard, but I wouldn't call them difficult really. Also I had like 300 of whatever they called stimpaks.
Codex whiners being thrown off by graphical quality methinks.
It's not a quality issue. You need to be a decent artist to draw women that ugly that consistently. Its more like the character design is an indicator of what sort of game it wants to be. Anyway everyone knew this game was going to be targeted at zoomer console players ever since the fat man rambled on about triangles and whatnot a few years ago.
And this has always felt like a $9.99 w/ all the DLC during the Christmas 2021 steam sale sort of purchase.
It is without question by design. The comic book industry has been pushing this aesthetic of "everyone is androgynous brown people" for a long time. I noticed it creeping into the games industry via the indie scene.
Codex whiners being thrown off by graphical quality methinks.
It's not a quality issue. You need to be a decent artist to draw women that ugly that consistently. Its more like the character design is an indicator of what sort of game it wants to be. Anyway everyone knew this game was going to be targeted at zoomer console players ever since the fat man rambled on about triangles and whatnot a few years ago.
And this has always felt like a $9.99 w/ all the DLC during the Christmas 2021 steam sale sort of purchase.
It is without question by design. The comic book industry has been pushing this aesthetic of "everyone is androgynous brown people" for a long time. I noticed it creeping into the games industry via the indie scene.
It is without question by design. The comic book industry has been pushing this aesthetic of "everyone is androgynous brown people" for a long time. I noticed it creeping into the games industry via the indie scene.
Comics have become worse than that with New Warriors and Gotham High where the reasons beyond character choices and plots make no sense at all except for a poor agenda and sense of how to communicate that agenda
Yea comics industry is a hilarious meme dumpster fire atm, took years and gallons of SJW sweat and tears to get that way.
Yea comics industry is a hilarious meme dumpster fire atm, took years and gallons of SJW sweat and tears to get that way.
The games industry would be smart to pay attention to comics warning signs
Tim Cain: I think the visual look of the game was the hardest element to nail down.
Leonard Boyarsky: As soon as we started talking about what we wanted to do things started to fall into place pretty quickly, and, even though we hadn’t worked together for a while, we fell back into our old creative roles immediately, with Tim bringing the silly and me bringing the dark, and both of us riffing off each other to find the offbeat humor we both love. I think the visual look was the hardest because, besides having a lot of ideas we wanted to explore, we also needed to define our own distinctive look.
In the past, when we were doing the original Fallout and Arcanum, it was much more organic because the team was so small and we were just following our ideas wherever they led, and there weren’t a lot of games doing retro or alt future type worlds at the time. Now, there’s a ‘punk’ for everything – steampunk, atom punk, etc., so it’s harder to find your own original lane. Fortunately, we had a great art team led by Daniel Alpert who took our ideas and ran with them.
Tim Cain: I think gamers like our games’ reactivity to what kind of character they make and how they act in the game world. It’s the best feeling when the game reacts to something the player does because it’s like the developers are sitting there with them, nodding and saying “we saw what you did there”. Also, our games never take themselves too seriously, so gamers know they can have fun with them
.Leonard Boyarsky: I can’t speak to ‘the perfect modern RPG’, just the RPGs we like to make. And, for us, the most important things are creating compelling worlds for players to explore with any character they can conceive of, and, perhaps most importantly, having the world react to those character’s choices.
Looking back from the day of the game’s premiere, which one of its elements makes you most proud today?
Leonard Boyarsky: For me, the fact that we were able to ship a finished, polished game that has its own unique identity, on time and on budget, is a proud accomplishment. There were of course things I wish we’d done differently, and parts of the game I wish we’d been able to push further, but, even after all this time, shipping a game with a new IP that was only a figment of our imagination 3 years before still amazes me.
Tim Cain: Three of the biggest sources of inspiration for this game were Firefly, Fallout, and Futurama (The Three F’s, so to speak). But there were so many other sources too, including early 20th-century science fiction stories. In many ways, Hugo Gernsback inspired elements of this game, probably unknowingly.
Leonard Boyarsky: Unless he was much more forward-thinking than we thought, Tim. Besides the Three F’s, we also were heavily influenced by both Deadwood and True Grit for their use of language. Tonally, it seems like our games have always been influenced in some way by Brazil and the early Simpsons, but for TOW we also added the work of the Coen Bros and Wes Anderson into the mix.
Deadwood and True Grit? That's new to me. Isn't Deadwood known for its absurd amount of cursing? Is that true for TOW?
GOG interviewed Tim and Leonard https://af.gog.com/news/the_outer_w...r_take_themselves_too_seriously?as=1649904300
Selections:
Tim Cain: I think the visual look of the game was the hardest element to nail down.
Leonard Boyarsky: As soon as we started talking about what we wanted to do things started to fall into place pretty quickly, and, even though we hadn’t worked together for a while, we fell back into our old creative roles immediately, with Tim bringing the silly and me bringing the dark, and both of us riffing off each other to find the offbeat humor we both love. I think the visual look was the hardest because, besides having a lot of ideas we wanted to explore, we also needed to define our own distinctive look.
In the past, when we were doing the original Fallout and Arcanum, it was much more organic because the team was so small and we were just following our ideas wherever they led, and there weren’t a lot of games doing retro or alt future type worlds at the time. Now, there’s a ‘punk’ for everything – steampunk, atom punk, etc., so it’s harder to find your own original lane. Fortunately, we had a great art team led by Daniel Alpert who took our ideas and ran with them.
"great"
Of course they both value reactivity over all things in RPGs:
Tim Cain: I think gamers like our games’ reactivity to what kind of character they make and how they act in the game world. It’s the best feeling when the game reacts to something the player does because it’s like the developers are sitting there with them, nodding and saying “we saw what you did there”. Also, our games never take themselves too seriously, so gamers know they can have fun with them
.Leonard Boyarsky: I can’t speak to ‘the perfect modern RPG’, just the RPGs we like to make. And, for us, the most important things are creating compelling worlds for players to explore with any character they can conceive of, and, perhaps most importantly, having the world react to those character’s choices.
No regrets with regards to being Safesidian:
Looking back from the day of the game’s premiere, which one of its elements makes you most proud today?
Leonard Boyarsky: For me, the fact that we were able to ship a finished, polished game that has its own unique identity, on time and on budget, is a proud accomplishment. There were of course things I wish we’d done differently, and parts of the game I wish we’d been able to push further, but, even after all this time, shipping a game with a new IP that was only a figment of our imagination 3 years before still amazes me.
Tim Cain: Three of the biggest sources of inspiration for this game were Firefly, Fallout, and Futurama (The Three F’s, so to speak). But there were so many other sources too, including early 20th-century science fiction stories. In many ways, Hugo Gernsback inspired elements of this game, probably unknowingly.
Leonard Boyarsky: Unless he was much more forward-thinking than we thought, Tim. Besides the Three F’s, we also were heavily influenced by both Deadwood and True Grit for their use of language. Tonally, it seems like our games have always been influenced in some way by Brazil and the early Simpsons, but for TOW we also added the work of the Coen Bros and Wes Anderson into the mix.
Deadwood and True Grit? That's new to me. Isn't Deadwood known for its absurd amount of cursing? Is that true for TOW?
I can't even muster a rage anymore just a pure disappointment.
GOG interviewed Tim and Leonard https://af.gog.com/news/the_outer_w...r_take_themselves_too_seriously?as=1649904300
Selections:
Tim Cain: I think the visual look of the game was the hardest element to nail down.
Leonard Boyarsky: As soon as we started talking about what we wanted to do things started to fall into place pretty quickly, and, even though we hadn’t worked together for a while, we fell back into our old creative roles immediately, with Tim bringing the silly and me bringing the dark, and both of us riffing off each other to find the offbeat humor we both love. I think the visual look was the hardest because, besides having a lot of ideas we wanted to explore, we also needed to define our own distinctive look.
In the past, when we were doing the original Fallout and Arcanum, it was much more organic because the team was so small and we were just following our ideas wherever they led, and there weren’t a lot of games doing retro or alt future type worlds at the time. Now, there’s a ‘punk’ for everything – steampunk, atom punk, etc., so it’s harder to find your own original lane. Fortunately, we had a great art team led by Daniel Alpert who took our ideas and ran with them.
"great"
Of course they both value reactivity over all things in RPGs:
Tim Cain: I think gamers like our games’ reactivity to what kind of character they make and how they act in the game world. It’s the best feeling when the game reacts to something the player does because it’s like the developers are sitting there with them, nodding and saying “we saw what you did there”. Also, our games never take themselves too seriously, so gamers know they can have fun with them
.Leonard Boyarsky: I can’t speak to ‘the perfect modern RPG’, just the RPGs we like to make. And, for us, the most important things are creating compelling worlds for players to explore with any character they can conceive of, and, perhaps most importantly, having the world react to those character’s choices.
No regrets with regards to being Safesidian:
Looking back from the day of the game’s premiere, which one of its elements makes you most proud today?
Leonard Boyarsky: For me, the fact that we were able to ship a finished, polished game that has its own unique identity, on time and on budget, is a proud accomplishment. There were of course things I wish we’d done differently, and parts of the game I wish we’d been able to push further, but, even after all this time, shipping a game with a new IP that was only a figment of our imagination 3 years before still amazes me.
Tim Cain: Three of the biggest sources of inspiration for this game were Firefly, Fallout, and Futurama (The Three F’s, so to speak). But there were so many other sources too, including early 20th-century science fiction stories. In many ways, Hugo Gernsback inspired elements of this game, probably unknowingly.
Leonard Boyarsky: Unless he was much more forward-thinking than we thought, Tim. Besides the Three F’s, we also were heavily influenced by both Deadwood and True Grit for their use of language. Tonally, it seems like our games have always been influenced in some way by Brazil and the early Simpsons, but for TOW we also added the work of the Coen Bros and Wes Anderson into the mix.
Deadwood and True Grit? That's new to me. Isn't Deadwood known for its absurd amount of cursing? Is that true for TOW?
no, but there is a short-haired woman sheriff.Deadwood and True Grit? That's new to me. Isn't Deadwood known for its absurd amount of cursing? Is that true for TOW?