fluent do you have some kind of fetish for long posts? You write tooooo much mate!
Didn't read it,far too long. Most of his posts are essays. Nothing bad with it,just not my cup of tea.You criticized him just when he wrote one of his better thought out posts in his history on the Codex.
If you can't start a new play on Tides of Numenera I would recommend Arcanum.I don't want to post much more about this game until I beat it (I feel I'm close), but a few quick things.
I'm sad that it almost seems to be over. I want more. In general I think it's a modern classic and a worthy successor to Planescape (don't stop reading, hear me out), if a bit flawed in some ways. Believe it or not, I don't feel there's as much surprise in Tides as there was in Planescape. Having played Planescape a few months back, it seemed I was never sure what to expect at any moment. Being in The Bloom I feel like it's more formulaic now. There's less surprises overall than Planescape. A bit too much hand-holding for my tastes.
I would tone down the overall density of areas like Sagus Cliffs and the Bloom, to open up more exploration of other areas. Miel Avest should have been expanded more. In general, I would have preferred much larger areas. The maps feel small, and even though there's plenty of interaction, there's almost too much. Expand the maps by 300% or more. Spread out the interaction more. Add more generic NPCs to make it feel more alive to make the areas not seem empty with the added space. Right now it's too dense and gives the game a sort of cramped feeling. The Bloom is deep and vast, it should feel much bigger. Sagus Cliffs felt like a small settlement rather than a big city.
Next, the item interaction. I would like to have seen more mutually exclusive Oddity items. Perhaps tie some of the Oddities to the ending as well, or to a later place in the game, so if you decide to sell them for shins that would be a legit option to help you buy more useful gear. But if you challenged yourself to keep them until the end, maybe a little bit of something cool would happen. A endgame screen that shows you returning the Jalley to the fountain, or it jumping around you or something (goofy example, but you get the idea.) Or entering an area 20 hours later that has a pond of those starfish creatures and the one you're carrying wants to go home with them. Little things like that add more surprise, charm, interest and makes the overall game feel less formulaic.
I would also tone down the overall amount of Oddities by about 30-35%. Make the remaining ones have more interactions and odd surprises. And save some Oddity experiences for if your character is Specialized+ in Tidal Affinity or something, or some other skill. More mutual exclusion which means that several runs with the game would yield different Oddities and you wouldn't see most of the interactions in a single play (and I know there is likely some of that already, as I passed on plenty of Oddities via role-playing choices or failed Effort checks. I still ended up with a boatload of them, hoarded in my inventory, most seemingly useless.) More uniqueness with those on a gameplay level would be great, too, such as ones that confer more unique traits and traits or skills that could be hidden. Maybe the little pez dispenser guy in the Bloom could teach you the language of his people [lol] and it would have a small interaction or two later in the game in a hard-to-find spot. Surprises and most importantly SECRETS like that really take these types of RPGs to the next level.
What else. Combat. Needs to be a lot harder. Again, I'm hoarding Cyphers all game, barely using them and my characters are rocking the enemies that you do face. The Crises that are there are generally pretty great. I loved several of them. That idea certainly has a bunch of potential, too. For Cyphers, maybe tone down the sheer number of Cyphers in general and use that focus to improve Oddities, other equipment and the Crises themselves.
Merecasters. I love these. I would play an entire RPG that has the character development of Tides and more fleshed-out Merecasters as the exclusive gameplay, i.e. just "more" overall Mere gameplay, like a very in-depth RPG Choose Your Own Adventure book (which are underlooked games IMO. There's some cool ones out there right now.) So more beautiful art screens, more depth and just expand on that idea more. As they are in Tides, they are great, easily one of my favorite aspects of the game. It would be cool if they had more noticeable affect on the game, too. I know they can change memories of some characters, and perhaps I will have to play several more times to notice those differences more, but it seems like it could have had more impact on the game in general. Again, I haven't beaten it yet, but I did just see an interaction in The Bloom with several characters from previous Meres, and it was a wee bit underwhelming.
Anyway, what else. The reflections in The Labyrinth are a bit underwhelming. Almost pointless, but I can see why they added them to sort of break things up a little bit there and give you unexpected character boosts with those. Again, kind of formulaic feeling, though.
I loved what they did with The Necropolis. I like those sorts of weird curveballs that break up the gameplay to make it feel like, "Oh, something weird is happening in this area that feels totally different GAMEPLAY and EXPLORATION-wise from the rest of the game. Neat." And that sort of quote goes for every feature in games like this.
Example, Planescape, when Morte gets kidnapped. It's like, wow. Didn't see that coming! There's all sorts of just weird, non-formulaic surprises in that game. You could get mazed by The Lady of Pain for saying or doing the "wrong" things. My complaint in Planescape was also similar, though. I would have liked to have seen more secret portals, i.e. doors, from The City of Doors. Maybe you were holding some unknown-at-the-time-to-be-a-key item, you walk in some area and oh, it reacts! Opens a portal to some secret area. Stuff like that these games benefit just so much from. Sort of unscripted, rewarding of exploration type things. Unscripted is important, so that it doesn't feel like a quest guided you there, but rather your own choices just made something interest react and happen in the world. But Planescape overall seemed to have more surprises like that. Gameplay elements that stood out from the rest of the game (stats being increased to Godlike levels, which was unexpected. There was lots of those surprises.)
I dunno. I know I'm picking on a lot of things here, but I do love the game. Maybe not quite as much as Planescape yet, but it's up there. I feel like the sequel, given a bit more budget and time cooking (fat chance of that now, I guess, but eh) would be really something. I feel like areas of Tides are undercooked, sadly, but I understand. Making a game like this must have been very difficult. I do love these reactive, interactive type of RPGs even if they are very text-heavy (never would mind that if the writing is fine), and hope to see more like them in the future.
I may jump over to Arcanum next, or Fallout 2 and play more of those. Or another Vampire: The Masquerade - Bloodlines run.
Any suggestions for what to play next?
If you can't start a new play on Tides of Numenera I would recommend Arcanum.
I really enjoyed T:ToN and mainly because of reactivity and the fact that story is not 100h long, so you can start anew character to see different outcomes. Achievements are also a good guide for the player to see everything in the game.
(don't stop reading, hear me out)
(don't stop reading, hear me out)
How can someone take you seriously when ou have these
under your name?
To whom i have to go to get a new red tag?Moderators can't add or remove peoples tags.
Just finished it at around 80 hours or so. Great game. Might just say screw it and start another run with different characters.
[...] and save the Codeginess (Codex + edginess) [...]
You really like it?! And you were not drunk as cossack during this 80 hours?!Just finished it at around 80 hours or so. Great game. Might just say screw it and start another run with different characters.
Can someone briefly tell me if the game is as complex as I think it is, in that multiple playthroughs are going to yield at least somewhat interesting differences like in Planescape or VtM:B? Be honest, too, and save the Codeginess (Codex + edginess) for another post.
You really like it?! And you were not drunk as cossack during this 80 hours?!Just finished it at around 80 hours or so. Great game. Might just say screw it and start another run with different characters.
Can someone briefly tell me if the game is as complex as I think it is, in that multiple playthroughs are going to yield at least somewhat interesting differences like in Planescape or VtM:B? Be honest, too, and save the Codeginess (Codex + edginess) for another post.
Tyranny on the other hand was cancer.
"The player still falls from the sky, lands in a junk heap, gets picked up by a guy called the Clock Maker, who sort of rebuilds you and nurses you back to health. You head up to an aldeia [a village], you meet some Aeon Priests who tell you about the Sorrow that's chasing you. You board The Catena, the one that crashed into the Bloom, and you take it and you crash it into the Bloom.
"You do some Bloom stuff and you climb up the mountain to Sagus Cliffs, and you do a whole bunch of Sagus Cliffs stuff. You travel from there along the shores of the sea. You hit the Valley of Dead Heroes, you go into a library, then you go into the Castoff compound and that's when the Sorrow comes in. And from there you take an airship up to the Oasis, and from the Oasis you head over to Ossiphagan, and from Ossiphagan you had to..."
It was bam, do a thing, bam, do another thing, bam, etc. Your motivation was always to go somewhere else, never explore, never get to know an area as with the city of Sigil in Planescape: Torment. "If we could make a 200-300-hour game it would be cool," Heine jokes. But they couldn't so it had to be trimmed.
"We went through seven or eight really major iterations," says McComb, "and each time the pace and experience and the delivery of everything we were trying to convey became much more focused and concise."
So at that point, I started a long cycle of story revisions. Normally, the iteration process is where your story gets progressively stronger. But in this case, I remember feeling that we’d ended up with a weaker, more watered-down story than some of the earlier versions.
Originally, you were going to meet the Changing God, and come face to face for a showdown. "You were going to finally meet him at the House of Empty Time," says McComb. "We salvaged that into something else. It was originally his home on an eyrie some place. And you and the First [Castoff] would both be transported there and you were essentially trying to get through his futuristic fortress as he's trying to [race] you back to where the Resonance Chamber crashed. There would have been a great big confrontation there. But again, it was wildly ambitious and way out of scope."
Back then The Specter was intended as something unrelated. "The Specter was originally going to be a memory virus," he says, "growing and taking shape in your head, and would eventually be born into the real world." But then someone said, "Well what if the Changing God actually didn't get driven out of your body?" And then came the question-slash-realisation, "Holy shit! What if The Specter is actually the Changing God?!'"
Originally the First Castoff was different too. She isn't actually the first Castoff at all. "She's definitely not," says McComb. "One of the original ideas for her is that she went around hunting down older Castoffs to eliminate them." Consider the Changing God is several thousand years old and the First Castoff is several hundred years old, and that the Changing God casts off a body every couple of decades, and there must have been many Castoffs by the time the so called First awoke.
What's more, the First Castoff was nearly someone else, someone close to you. Not Callistege, which was my guess, but Matkina, your Castoff assassin pal. "The original design for Matkina had Matkina as the First," reveals McComb, "because she was an assassin in the shadows and her name was derived from the Vietnamese word for 'mask', 'mat na'. We also discovered 'matkina' means 'mother's' in Slovak, and thought that was a cool extra layer of meaning."
Talking of meres, they were originally going to be fully realised scenes rather than picture book interactions, and the team used to refer to them as Quantum Leaps!
Beside Riastrad, Satsada and Oom there were companions who weren't as developed. In the original conception, The Specter was one, would you believe. There was a crippled beggar, too, who had a floating cart and collected numenera, the mysterious magical items of the world. The beggar went quite far through development, as first a companion then a major NPC, then a minor NPC, then "he sort of slid on out of the game", says McComb. "The problem with him was we looked at the party composition and we were like, 'Crap, we're overloaded on nanos.'"
The Oasis - The Oasis of M'ra Jolios to give it its full name - was to be a huge aquatic dome of a city in the middle of a desert, and the game's second major hub. It was a $4m stretch goal but it never made it in. Well actually that's not correct - it sort of did. Right at the end of the game you can visit a small part of the Oasis in a Fathom portal in your mind labyrinth. It's the Fathom you swim around in, as you would have the Oasis.
"See, the swimming was really cool but it was also a lot of trouble," says Heine. "If you watch carefully when you're in that scene, you'll notice that a lot of animations you have [normally], you suddenly don't have - which is not noticeable in that Fathom because it's a very short time and there's no combat in it.
"We were like, 'OK, well, we could build this up into a big city and make the game extra long at the cost of the Bloom and Sagus and all of this other stuff we have in, or we could streamline it and make what we have in here a lot better.' The Bloom, especially the Bloom Depths, would not have been what they are if we had kept the Oasis - it would have been a really tiny scene without a big battle."
Nevertheless, the Oasis went through a lot of design, says Heine, and had several areas and its own faction. Whether it will return is a trickier prospect. "I don't think the Oasis will come back as DLC, though some of us hope maybe we could do an expansion or something," he says. "Who knows? I wouldn't hold up my hopes."
It was bam, do a thing, bam, do another thing, bam, etc. Your motivation was always to go somewhere else, never explore, never get to know an area as with the city of Sigil in Planescape: Torment. "If we could make a 200-300-hour game it would be cool," Heine jokes. But they couldn't so it had to be trimmed.
"We went through seven or eight really major iterations," says McComb, "and each time the pace and experience and the delivery of everything we were trying to convey became much more focused and concise."