Schizophrenic monolog
Savant
This game sucks.
With SUCH deep analysis I have no choice but to agree...
This game sucks.
Maybe he's stoicWhy is the Last Castoff less emotionally invested in his story than I am?
Doesn't help that the game is very small. It is very small, a miniature, like a snowglobe. Sagus which is supposed to be big city is around the size of Mortuary, give or take a few territories. Local "dustmen" work in a place that in PS:T would be a small single hut with a single NPC living in it.Here is an observation: The game is constructed like a museum, everything is splayed like an exhibit and you are on a tour. It feels very artificial, like you aren't truly part of the world, but an outside observer who needs guides and things explained at them. Just like a museum, an interactive museum, but one nonetheless. This is why the inquisitive tone of the protagonist bothers me so much.
Tyranny and Torment both share the fact that they're just plain unfinished and was hacked to pieces during development. Tyranny has stronger mechanics and Torment has a stronger narrative, but that's about it.Hmm so first Tyranny flops then this flops (talking sales wise). I would maybe start to worry if the POE2 campaign wasn't so successful. I suppose you can write it up to Tyranny being a new IP and Torment simply not having a large appeal (shit gameplay, all story). Admittedly I haven't purchased Torment because it looks boring as fuck. Also fuck making the UI work for consoles, that can never lead to good things.
Also Tyranny havent been in development for 4 years and had a much smaller budget.Tyranny and Torment both share the fact that they're just plain unfinished and was hacked to pieces during development. Tyranny has stronger mechanics and Torment has a stronger narrative, but that's about it.Hmm so first Tyranny flops then this flops (talking sales wise). I would maybe start to worry if the POE2 campaign wasn't so successful. I suppose you can write it up to Tyranny being a new IP and Torment simply not having a large appeal (shit gameplay, all story). Admittedly I haven't purchased Torment because it looks boring as fuck. Also fuck making the UI work for consoles, that can never lead to good things.
What's sad is that Tyranny being shitty is more understandable, because it was a side project. How the fuck inXile could fail with Tides of Numenera and botch development this bad, that's anyone's guess.
What's sad is that Tyranny being shitty is more understandable, because it was a side project. How the fuck inXile could fail with Tides of Numenera and botch development this bad, that's anyone's guess.
What's sad is that Tyranny being shitty is more understandable, because it was a side project. How the fuck inXile could fail with Tides of Numenera and botch development this bad, that's anyone's guess.
IMO the crucial missing ingredient is a clear vision of what it should be about. I don't know if CMcC just didn't have it, or was too soft/nice to enforce it. It feels like a potluck, a buffet of stuff lots of different people brought to the table but with no real coherence to it.
This is completely unlike Planescape: Torment which has this utterly laser-focused thing it's doing, with everything revolving around and supporting that one thing. Where it fails, it fails because that laser-focused thing wasn't finished, not because it went and did something unrelated instead.
Banner Saga 2, Tyranny, S:HK, Torment, all bombed. Pillars maybe managed to still get funded, but have you seen the completion rates? 95% of buyers bought it but never finished it. 55% of buyers never made it to Defiance Bay. There is no chance in seven hells Pillars 2 will sell nearly as good as the first game. And you know what that means - Fig investors will make fuck all worth of profit, and for the future they'll decide it's much better investment to put all of their money on red in a casino.
So yeah, enjoy the remaining days of our mini-incline people, because the 90s grim reaper is in town again.
I wonder if the development and management style has changed since the 90s and early 2000s, where as I imagine they had very "Finnish"-like "Management by Perkele" management/lead style.
If PS:T was more focused it's because most of it was made by one guy, it's as simple as that.
So yeah, enjoy the remaining days of our mini-incline people, because the 90s grim reaper is in town again.
If the heavy hitters can't be successful without the novelty factor, then yeah, we're fucked.
Banner Saga 2, Tyranny, S:HK, Torment, all bombed. Pillars maybe managed to still get funded, but have you seen the completion rates? 95% of buyers bought it but never finished it. 55% of buyers never made it to Defiance Bay. There is no chance in seven hells Pillars 2 will sell nearly as good as the first game. And you know what that means - Fig investors will make fuck all worth of profit, and for the future they'll decide it's much better investment to put all of their money on red in a casino.
So yeah, enjoy the remaining days of our mini-incline people, because the 90s grim reaper is in town again.
Banner Saga 2, Tyranny, S:HK, Torment, all bombed. Pillars maybe managed to still get funded, but have you seen the completion rates? 95% of buyers bought it but never finished it. 55% of buyers never made it to Defiance Bay. There is no chance in seven hells Pillars 2 will sell nearly as good as the first game. And you know what that means - Fig investors will make fuck all worth of profit, and for the future they'll decide it's much better investment to put all of their money on red in a casino.
So yeah, enjoy the remaining days of our mini-incline people, because the 90s grim reaper is in town again.
I doubt the completion rates for the IE games were much better at release, they were probably even lower - I don't think it's a good judge.
I wonder if the development and management style has changed since the 90s and early 2000s, where as I imagine they had very "Finnish"-like "Management by Perkele" management/lead style.
If anything the opposite is true, formalized "Game Director" and "Creative Lead" roles are something that appeared in the last decade and a half. Before that RPGs were typically developed by groups of "designers", who were also the writers.
If PS:T was more focused it's because most of it was made by one guy, it's as simple as that.
I wish there was even a surface level of recognition when one of your companions permanently dies.
In my case,
despite Adariis already playing the role of decoy, the Sorrow opted out for nuking Matkina from some distance, permanently killing her. I carried on, accepting her fate, expecting there to be consequences for her demise. Not even Erritis, in his spiel about how awful the slaughter of non-Erritises was, bothered to mention her death.
Really disappointing.
Interesting. It might be random, because I had same happen to me and Erritis shouted like Luke Skywalker NOOOOO MATKINAHH that even startled meI wish there was even a surface level of recognition when one of your companions permanently dies.
In my case,
despite Adariis already playing the role of decoy, the Sorrow opted out for nuking Matkina from some distance, permanently killing her. I carried on, accepting her fate, expecting there to be consequences for her demise. Not even Erritis, in his spiel about how awful the slaughter of non-Erritises was, bothered to mention her death.
Really disappointing.
The real incline rests on indies now, like Overhyped Studios and ZA/UM.
I wonder if the development and management style has changed since the 90s and early 2000s, where as I imagine they had very "Finnish"-like "Management by Perkele" management/lead style.
If anything the opposite is true, formalized "Game Director" and "Creative Lead" roles are something that appeared in the last decade and a half. Before that RPGs were typically developed by groups of "designers", who were also the writers.
If PS:T was more focused it's because most of it was made by one guy, it's as simple as that.
Titles are absolutely meaningless if your management style doesn't reflect them, they might have game director and creative lead titles nowdays but if they don't impose structure and clear focus or vision, then they do not matter. I don't have any knowledge how, for example PST team worked but even if they might not have had official titles, it doesn't mean they didn't take the lead.
Divinity Os wasnt a proper kickstarter project, it was almost finished when they decided to do kickstarter. Also it came out before every other game on that list.Banner Saga 2, Tyranny, S:HK, Torment, all bombed. Pillars maybe managed to still get funded, but have you seen the completion rates? 95% of buyers bought it but never finished it. 55% of buyers never made it to Defiance Bay. There is no chance in seven hells Pillars 2 will sell nearly as good as the first game. And you know what that means - Fig investors will make fuck all worth of profit, and for the future they'll decide it's much better investment to put all of their money on red in a casino.
So yeah, enjoy the remaining days of our mini-incline people, because the 90s grim reaper is in town again.
Divinity OS 2 should allow us to form a more accurate opinion on the matter. The original was the most successful RPG of the lot, its sales should be indicative of what the interest for this type of games going forward is, and like Pillars and the other RPGs, its completion rates are also very low. If the heavy hitters can't be successful without the novelty factor, then yeah, we're fucked.
Wait, not even some banter during combat from at least one companion like in Pillars?
Interesting. It might be random, because I had same happen to me and Erritis shouted like Luke Skywalker NOOOOO MATKINAHH that even startled me