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  1. Don't put words in his mouth - you are not doing yourself any favours. Starwars said his least favourite. He did not say worst. Big difference.
    3 points
  2. i agree that the companions in deadfire are narrower even if deeper. all the companions in poe1 had deep aspects to them, whereas in deadfire you get a handful of even deeper interaction, but another handful of very shallow (BG1-level) interaction. Combined with the fact that you had a larger party size in poe1, and deadfire actually feels a bit emptier in this respect, especially outside the DLCs. Using my most recent run as an example, I have a hired companion, two sidekicks, and tekehu. The net effect is that I only ever really get interactivity from tekehu (and briefly from serafen when I was trying to get his hand mortars) so this party feels shallower and less reactive than my typical poe1 party: myself, maybe one or two hired companions, and four or three (respectively) companions who--though they might not have the same reactivity as in deadfire--would each have their own quests and might chime in on stuff. Even at a low end of just three OBS companions and even considering poe1's lower bar, that is way more interactivity/reactivity than my typical deadfire party. But i think this is in part because of: once you commit to full VO, adding content for companions becomes an ordeal. Sidekicks existed as a sort of bridge compromise IIRC. They did add some extra sidekick-specific reactivity in the DLCs (especially konstanten in sss, ydwin in fs, and fassina in fs; and heck even mirke got random dialogue) but nothing like even what poe1 offered and very little (if any) in the base game. Again, using my last party as an example, the first time Tekehu did an out-of-band conversation it was a little surprising because I had gotten used to the utter silence of my party (which uses konstanten and rekke as sidekick companions). Full VO is a pandora's box that is going to squeeze the quality of games from smaller and indie studios, full stop.
    3 points
  3. Absolutely loving the game and decided to chronicle the journey of my Captain Hawthorne (a former tossball mascot named Brewer Cole) and the intrepid band of the Unreliable. I also have an instagram page for it: https://www.instagram.com/theouterworldsadventures/ One of the immediate things that struck Brewer about Phineas Welles was that in picking somebody to save the universe (alright, the colony) he was not just going to pick just anybody. It was only after careful deliberation would he choose just the right person for the job!
    2 points
  4. Aard is fun with the chilling effect. Finished Hearts of Stone, let Gaunter eat Olgierd's soul and told him to **** off with his offers. On to Blood and Wine which I enjoyed a lot more. Is nice not having it rain every damn moment of the game.
    2 points
  5. The Mandalorian. It's like Firefly, if Firefly didn't have the clever writing or likeable characters. So far it's keeping me interested solely because of the cutest gremlin of all time.
    2 points
  6. I'm not sure if they're beloved. I don't understand your comment concerning saves -- it seems to me that you're either flat out wrong, or you're articulating yourself poorly. Needing a consumable to rest is a definite downer for me as well, particularly given how it worked in PoE: you have an infinite inventory, and you actually can't drop stuff (other than by putting it into containers) but you still can only carry 2 or 4 sets of camping gear. I thought that was just silly, and I still do, but it didn't put me off. Not being able to prebuff is, in the end, quite fine, but I suppose this is related to the difficulty: you don't really need to prebuff, in the same way that you don't need to optimize your gear, you'll do just fine (except maybe in the very beginning of the game). In the end it seems to me that removing the idea of prebuffing also removed the need to ever use scrolls or potions in the game, and I feel this is a bit of a loss -- especially because they are all over the place in the game, in terms of loot, items on sale, etc. But you just don't need any.
    2 points
  7. I'd actually like it a lot if they just put like 5 or so young devs into a room, give them the Deadfire "engine" and let them make something like a standalone DLC (sort of). Same mechanics, graphics and so on, just fresh content. Would be great way to test the waters while not investing too much money, devs would gather a ton of experience, we'd get some more Eora stuff. Just so that the world is kept alive.
    2 points
  8. The budget was too high. Josh even said that the Ship minigame was a black hole of resources. They should have trimmed the fat, focussed on what was important. So even if sales remained like this, at least costs would be lower. Same with full VO, how much has it really added? All these 2 features did were drive Josh to hating CRPG's.
    2 points
  9. Cole’s law:Always have the best armor! And by that Brewer Cole meant the most fashionable. If you were going to go down blazing in a gun fight the last thing you wanted was to leave your corpse in some bulky unfashionable armor. NOTE: I have run out of max space to post images so you can follow the rest of the adventures at: https://www.instagram.com/theouterworldsadventures/
    2 points
  10. Cole's Law: Always have the right equipment. Being a tossball mascot had taught Brewer Cole the importance of good equipment. Look, comfort, protection and of course... visibility. You needed good visibility when you worked as a mascot. There could be nothing more awkward than having to pose with a celebrity and misplacing where your hand was due to poor costume visibility. The same applied to any good piece of armor!
    2 points
  11. Cole's law:A leader must inspire his flunkies...That's what made Brewer Cole leadership material. His ability to inspire confidence in those beneath him.That's what made him a great tossball mascot and what now made him an amazing captain . People would blindly trust his judgement and follow him into the breach to anywhere, knowing that Cole would ALWAYS lead them to success and safety...
    2 points
  12. If being a Tossball team mascot had taught Brewer Cole one thing, it was 'Always be prepared!", and by that it meant making sure you were looking good in your outfit. One never knew when a sports photographer was gonna capture you doing your sideline jiggidy jig. This is the sort of thing that made him uniquely qualified to be a Spaceship Captain. His new mechanic, Parvati seemed eager, but was certainly niave, and would need much of Cole's experience and mentorship if she was to survive out here in the outer colony.
    2 points
  13. Saw the trailer to this the other day and just fell in love with the concept. Was inspired to do so fan art so i scribbled out this quick piece bewteen things and hope to get back to it later and draw something up properly! Looking forward to this game and future obsidian properties. Theres so much charm and personality in your latest games (previous games awesome also as disclaimer )
    1 point
  14. So, for no particular reason I decided to build my first character without putting a single point in any weapon skills; the goal was to beat the game without personally ending a life. Also no destroying any robots, no squishing any bugs, nothing that would trigger 'Enemy Killed'. That went for companions too. Sending robots back to their charging pods or putting enemies to sleep was allowable, however. The end result? A pretty big success, in fact. The main quest did not require me to actually kill anyone, and I was able to complete the vast majority of sidequests. There are points where killing might seem inevitable, such as the radio tower; but they are ultimately avoidable. Since I saw some other people interested in a 'pacifist run', I thought some might be interested what exactly you can and can't do, as well as what they'd need to pull it off. First, some tips: What you need to know In Fallout: New Vegas you had relatively little control over the companion AI; if you had them with you, they would shoot. It's important to realise that this isn't the case in The Outer Worlds: companions can be set into 'Passive' mode, which will prevent them from attacking under any circumstances unless specifically ordered to. This is good; companions provide massive buffs to your skills, so for a no-kill run they can be very important failsafes. To put it in perspective, by bringing SAM and Max along I was able to boost my Intimidate by 43 points, while still providing large boosts to Hack and Science. They're useful. Inspiration and Determination, though, are largely irrelevant beyond the level 60 Inspiration perk; double the skill boost from companions, which is very enticing, but maybe not worth the investment. I am unsure whether it applies to the Companion Perks that boost your skills further while a companion is in the party. It's also important to have a good understanding of the stealth system. Since you can't access terminals while in combat, it's generally going to be important to stay in stealth -- even ignoring that if seen people'll shoot at you. You can, however, still pick up items and leave/enter areas in combat, so the running wildly approach is sometimes an option. So: crouching in tall grass makes you virtually invisible, and inside you'll want to make good use of cover and enemy patrols to make your way through areas. You'd be surprised by the amount of back and alternate entrances; if going in through the front seems impossible, it's not a bad idea to scout around. Hacking/Lockpicking will open up routes and potentially save you from having to scour areas/bodies for keys. What quests I couldn't do What you think you might not be able to do, but can What I didn't do, but you probably can What I did, but you might disagree with Other notes The marauders at the start of the game, near your ship? They don't need to be dealt with, not even by talking the guards into fighting them; you can just stealth past them. ADA's fake-venting stunt will scare them away, as the two Spacer's Choice people will tell you. If you put out a fake tracking signal for Phineas, I wouldn't count it against the run but he'll kill a few people having prepared his defenses, which Sophia will wave in your face. I don't actually know if you lock yourself off anything by sending a real signal; and of course, if siding with Phineas you probably don't have to send anything at all. To my knowledge, Nyoka's companion quest cannot be completed; fortunately, everyone else's can be finished. Every quest I was able to complete by location, to my best recollection
    1 point
  15. disagree. am not gonna belabor why we believe gifted's complaints were unreasonable and frequent irrational 'cause it don't matter. say what you will, am not denying the complaints were nevertheless genuine. deadfire is refined version o' poe. am suspecting such makes deadfire less appealing. we make hot sauce and while person don't come out and say specific the sauce were too hot they make kinda obvious such were the root problem. tell us they need a big glass o' milk to make palatable and that the sauce were "too spicy." don't wanna say "too hot" for some reason. machismo? whatever. our refinement is to move from cayenne-based hot sauce to naga viper peppers. deadfire is a better game than poe... is better for Gromnir. deadfire combat is more intuitive and rational than d&d 2e or 3e. classes and spells is more balanced and low level abilities have usefulness from beginning of game to end. deadfire avoided such d&d legacy demons as insta-kills, pre-buffing and vancian casting. etc. however, am recognizing better for Gromnir is not objective better. poor articulation o' root problems with poe does not make those problems disappear. if gifted can get a free copy or or play on a friend's pc, then sure, he might as well give deadfire an honest few hours and see if enough stuff has changed to make palatable, but we would not recommend him spending money to play what is a refinement o' stuff he didn't like in the poe beta. throwing away good money after bad. HA! Good Fun!
    1 point
  16. You should give the games another go if the first game's beta is the last you'd tried of it. I think most here would agree that the game's gone through a lot of fine-tuning and changes all the way up to a rather polished and enjoyable state at patch 3.0.
    1 point
  17. Benefits of WFH. Well, if your workplace's culture doesn't have an issue with it. Never understood why it is, face to face interactions are overrated.
    1 point
  18. decision to not add prebuff to poe were 'bout fun as 'posed to difficulty. what 'bout prebuffing were fun? before big/difficult battles in the ie games, we would prebuff. given broad range o' prebuffs available, we could effective render our party immune to multiple attacks we knew would be directed at us. furthermore, our prebuff routine were less dependent on the nature/type o' foe being encountered and more based on our level, and as level rose, the layers o' defenses we laid on also increased. as we got deeper into the game, spent more time for prebuff, such that we got to the point where if we weren't careful, the duration o' buffs would be wearing off before we finished our full prebuff routine. particular with another ie/d&d feature fans argued for frequent, insta-kill, the pre-buffing often lasted longer than the battles themselves. we much enjoyed our firstest firkraag battle in bg2, and the second and even third. the prebuffing ritual ain't what made fun. difficulty o' game could be adjusted regardless o' prebuff. weren't a difficulty issue. poe battles were designed so prebuffs were not necessary to survive or thrive, and combat is no less less tactical if we gotta make buffing choices during battle as 'posed to pre. good. we followed multiple poe threads where fans o' the ie games attempted to convince us (and selves) that the mechanical and reflexive pre-fight rituals o' prebuffing were a fun and essential feature o' the ie games. ... at some point, after awhile, when ie game purists accused obsidian o' developer malfeasance 'cause o' their refusal to add ie game features, we mental were hearing one o' those goats screaming vids. were similarly unintelligible while managing to be funny and disturbing at same time. bunch o' goats screaming almost as if they were real people. as for suggestion the exorcising o' prebuff rendered unnecessary potions and scrolls in poe games, am gonna disagree, particular for higher difficulties and especial in light o' content such as forgotten sanctum. now again, keep in mind that while Gromnir is NOT a min-maxer by any stretch who optimizes to extremes, we have played the poe games for many hours. Many. fact is we used potions and scrolls in poe exact same way we used in the ie games and in pnp; we saved up such limited resources and expended only during toughest battles. for instance, in poe we used potions and scrolls for master below. llengrath and the bog dragons also had us careful choosing potions and food consumption pre battle, and likely using scrolls during battle. could come up with a substantial list o' sss and fs battles we needed potions and scrolls, 'cause were more than a few. but again, use Gromnir is not appropriate measure, and chances are xzar is similarly handicapped. if you are still posting 'bout poe and deadfire regular, then probable are you ain't the casual player who is gonna make up the bulk o' folks who played those games. regardless, 'cause o' the choice to not have poe prebuff, the mindless and repetitive rituals associated with prebuff were limited. argue the act o' prebuffing were fun gameplay were always a stoopid argument, but to see it repeated by ie purists during poe development over and over and overandoverandoverandoverandoverandoverandover were resulting in one o' those rare moments o' sympathy we has for game developers. as to camping/resting we didn't like poe resting scheme, particular as it related to camping supplies. dumb. nothing more than an infrequent source o' frustration w/o adding gameplay value. much like prebuffing, trudge back to town to rest and buy supplies were a mindless chore devoid o' any gameplay value. 'course poe camping were changed in deadfire, so given the thrust o' this thread, bring up the camping change 'tween poe and deadfire would appear to be a positive as 'posed to a negative. obsidian were responsive to community criticisms 'bout camping/resting. huzzah. HA! Good Fun!
    1 point
  19. Oh. Malcador is one of those... lumping Asians in with the whites. Yeha, yeah, Asians have 'white privledge'. LMAO
    1 point
  20. I just picked up a 60+ hour Divinity Original Sin 2 playthrough with my friend after he spent three months away in Japan. We had no memory of the world changing event we had apparently JUST put into effect and couldn't remember any of our abilities or character traits. It was largely hilarious.
    1 point
  21. I re-watched it a couple of months ago. Still remember seeing it in theaters the first time. It's a really rewatchable film. RIP Julius Carry, Vanity/Denise Matthews and Leo O'Brien
    1 point
  22. This game is outstanding. The formula is simple: start with a story that could easily stand on its own - well-written, engaging, funny, sad, clever and clear - then put that story into a game that's better crafted than every other game of this type published for many years. Drive the narrative with the player's own decisions, and provide a full dose of story for every potentially bizarre choice the player might make. Include beautiful graphics and music, and polish the mechanics until they shine. Once all that's in place, spend what genius you have left on the details. Finally, be sure to coat the whole shebang with a thick layer of just plain showing off. I've just finished my first complete play through. It took about 40 hours, though it is likely to go faster for those with young reflexes, and take longer for players who explore more. There were several side quests I simply skipped because I wanted to see how the main story ended. I suspect that the length will vary greatly depending on the choices you make, and I intend to play again just to see the parts I most certainly missed completely. I admit that a couple of those 40 hours was spent pacing the room trying to reason out some very sticky choices, and never finding a real good justification for any of the possible decisions. Sometimes there just isn't a perfect outcome. Having said all that, the game is not flawless. On my old PC, I experienced one major crashing bug very near the end - requiring an awkward work-around to circumvent - and found that several other people had the same bug happen to them. However, given Obsidian's attention to detail and quality throughout the rest of the game, I would bet money that this will be patched very shortly. Another time, one of my companions fell through a platform. And, once, my companion failed to make the elevator in time. I also spotted two typos. So, not perfect, but a lot closer than any other game of this type Ive seen in the last several years. So, I recommend this game to anyone who likes their stories more complex, and their humor more subtle - though there were times I laughed out loud, and times I (mistakenly) thought the choices were clear. And I especially recommend this to those who, like me, appreciate art that clearly combines skill, dedication, and an obviously deep love for the work. Now, I need sleep. I've missed a few nights. Tomorrow, I'll start again. I just realized that I only picked two pockets! And there's certain business woman who is definitely getting shot MUCH earlier in the game this time!
    1 point
  23. as 'posed to a whole new class with complete different mechanics, we proposed, many times, the addition o' a godless priest option. no violation o' lore and given the big reveal at the end o' poe, a godless "priest" woulda' been particular appropriate. even if were only a couple extra dialogue options made available, we woulda' given such a subclass a playthrough. yes, priests already had more subclass options than other classes, save for paladins, so mighta' seemed like unfair and unnecessary bloat. also, am suspecting addition o' atheist/godless priests woulda' required more dialogue additions than any other priest subclass, not necessarily 'cause such woulda' been absolute required, but writers woulda' no doubt been itching to add such options. woulda' required time to implement, and is never enough time. regardless, a godless priest would be thematic appealing while avoiding some o' the mechanical complications o' adding a complete new class. HA! Good Fun!
    1 point
  24. Nah, I'm no friend of 'western media' and they'll happily parrot anything they're given, but I also have very little doubt that their reporting of China is slanted, but more or less 'factual'. Chinese reflexively blame Falun Gong for stuff the same way Erdoganist Turks reflexively blame Gulenists or PKK for everything, or Democrats blame the Russians, or Syria says the white helmets are all MI6 recruited Al Qaeda agents. There's elements of truth, but they get blamed for way more than they actually did. And in China's case there's always Xinjiang and the muslim non FG Uighurs being harvested/ re-educated/ concentration camped. OTOH, while HK is being repressed much as the media say and you can literally see it, the slant is more that after x months only 2 people have actually died (one more or less accidentally, one pro Chinese killed by the protesters) while far worse direct repression using far worse tactics in other countries is largely ignored because it's done by geopolitical friends rather than rivals, or is painted differently because, say, the Gilets Jaunes are obviously dangerous violent anarcho fascists (! lol) Russian puppets living in the past and being mean to that nice photogenic Macron who is only trying to save France from itself...
    1 point
  25. This is super rewarding for all those folks who put in the hard work on this to see that kind of recognition. Congrats to the Obsidian team on their nomination!
    1 point
  26. obsidian, and more specifically josh, addressed stuff such as per kill xp and pre buffing and whatnot, trying to elicit from those requesting such stuff, why those things made game better? the responses never articulated more than the most subjective feels arguments. as we noted 'bove, while rare explicit stated, the underlying and unspoken argument from those requesting the collective laundry list o' items o' curiously essential features were that those features had been in the ie games and as such they should presumptive be included in bg3/poe. after all, leaving such stuff out would undercut obsidian's "spiritual successor"... promises. as to the confusing nature o' poe, am recalling how for us personal the poe beta combat were fast and unforgiving and feedback were limited. we were failing to hit a beetle, but were not sure why. at the same time those giant insects were attacking us with damage-over-time attacks which quickly depleted our life and we had no idea how to counter those attacks short o' killing the beetles faster, which we failed to do. two things worth observing: 1) obsidian made numerous efforts to address combat "speed." 2) we played poe and poe2 to death. obsidian did respond to beta players concerns 'bout speed and speed were, 'ccording to consensus o' community, noticeable "slowed" 'tween beta and release of game. some things as simple as aoe visual effects made it difficult to see what were happening in clustered combat. obsidian were responsive during beta, and continued to respond to speed concerns. we have noted how for us the best improvement 'tween poe and deadfire were the shift feature related to the combat log. unlike poe, it were much easier to follow combat w/o digging into code. that said, we again observe how we played the poe games for eye-popping hours. the speed o' poe naturally and predictably slowed for us. regardless o' obsidian efforts, given our daily and hourly experience with the game(s), the difficulty curve flattened considerable. our impressions is not illustrative o' the typical player and am fully cognizant o' fact that it is literal impossible for us to judge speed or confusion o' the poe games for an ordinary and sane player. HA! Good Fun!
    1 point
  27. No clue. But even if we were to double or triple backer number that would still provide a respectable amount of additional sales. I remember there also being a report of people making multiple minor donations which would put grant rewards but would inflate backer number to unlock rewards. how it all translates to actual copies, I cannot say. Worth mentioning that Deadfire gathered more money then PoE1, with only 33614 backers, however half of that money came from fig investors (poor chaps). Whenever there is any actual useful data one could draw from it I have no clue. There are three conflicting conclusions I can think of, but I don’t think I have actual data to support any of them: 1) sequel got more money so interest was bigger? 2) less people backed overall, meaning that while investors hoped to make money based on PoE1 success, in actuality the customer interest was smaller 3) there was smaller but more passionate player base, and campaign while successful, most people interested in PoE2 jumped on the bandwagon during the campaign. I for one, moved from months after PoE1 release purchase, to day 1 backer.
    1 point
  28. I have nothing against D&D, and I still play 3.5 PnP, which I think is just great. As for NWN: does anyone else feel that the NWN approach is much more generic and infinitely less beautiful and romantic than that of either BG or PoE/Deadfire? No matter how pretty your 3D tilesets are, they get repetitive incredibly quickly, and so there isn't (perhaps even can't be) anything striking about any of the graphics in the long run. Whereas the individually created isometric graphics of both BG and PoE/Deadfire are idiosyncratic, imaginative and charming. NWN felt like so much slogging through generic areas, and NWN2 was impossible to get into, for me. There's just no charm, no beauty, no romance, no sense of adventure. Like (I think) Gromnir said somewhere above: there was precious little romanticism and nostalgia for NWN while people waited for PoE. It was BG everybody pined for, and I can understand why. There's such a difference between the two. (Sales-wise, I have no idea.)
    1 point
  29. I think this passage from March 19th 2002 was part of it: He could've been more diplomatic, but he's right. I don't want to go back to D&D. To me, personally, the setting's chaotic, abstruse and often silly. Mechanics were quite ugly. Don't know the newest editions though.
    1 point
  30. iwd kept the doors open and the lights on for a few more years at black isle, and believe it or not, iwd were black isle's most profitable development. were relative quick and cheap to make iwd, which were likely the only reasons the interplay bosses gave it the green light. iwd2 were an attempt by black isle to replicate iwd success and were an even more desperate attempt to keep black isle viable... and more immediate, kept the people at black isle employed. however, is a darker side to iwd franchise development. iwd and iwd2 were developed instead o' more ambitious games, games which mighta' changed the fortunes o' black isle as 'posed to just keeping interplay bosses from shuttering the operation for a couple more years. iwd were not as successful as bg or bg2, not even close. even so, the business o' game development is not simple and straightforward. as an aside, licensing issues is what killed black isle's bg3 development. oh, and is worth noting the relationship 'tween wotc and the black isle developers were less than perfect. josh never posts here, so is unlikely you ever get the story from him, but there were a rather public kerfuffle 'tween the d&d folks and black isle regarding monte' cook's ranger. were embarrassing but understandable gaslighting by black isle in an attempt to make folks forget josh's excess o' exuberance on the matter. wanna bet monte cook's ranger were only the most public conflict 'tween d&d folks and black isle... or obsidian for that matter. bet josh in particular would as soon as gargle broken glass than work on another d&d game. regardless, obsidian don't have d&d license, so no d&d games will be forthcoming from obsidian. nevertheless, deserk's wish for obsidian to "go back to making DnD-based games," is illustrative o' the core problem we identified earlier. a significant portion o' fans were disappointed 'cause poe were not their idealized bg3. obsidian didn't even make iwd. obsidian made nwn2 and a couple expansions, but can you recall how many requests you heard for poe to be more like nwn2 during the development o' poe? few and far between. HA! Good Fun!
    1 point
  31. The issue is that Obsidian/Microsoft don't have the license for DnD, so even if they wanted to make an Icewind Dale 3 or Neverwinter Nights 3 the ability to do so wouldn't really be up to them. Personally I'm fine with them developing their new setting to create similar but more personal experiences the way they have with Eora - it's pretty evident that there's a lot of Josh in this setting what with the heavy emphasis on replicating historical/cultural trends and placing heavy attention on such details, and likewise it's given them the freedom to essentially mold and adopt the setting's history to their own desired themes and the likes. There's plenty of meat from a themes/ideas perspective that they've been sinking their teeth into that would probably have been much harder to do with an established IP the way DnD is (though they were certainly capable of much in the past, as evidenced with Mask of the Betrayer and Planescape: Torment). What I'm sadder about is that they didn't retain the rights to a few of their other original IPs like Alpha Protocol or Tyranny, as much of interest could've been done with either franchise/setting.
    1 point
  32. Well, there are benefits to keeping the world open - for one, with bunch of unique items one can plan ahead for the future playthroughs, and not wait for chapter 4 to get weapon they want to use for their build. Opening Deadfire was a direct response to players complaining about content gating in PoE1 - though personally I feel Obs might have missed the point. While I disliked how content was gated in PoE1, I didn't per say have an issue with it being gated - while certain amount of freedom in exploration is desirable in an RPG, a I do recognise and welcome a need for direction and progression. My problem with PoE1 gating was how artificial it was. For example I loved White March, and it was a much more linear adventure then the base game.
    1 point
  33. What drew me into PoE1 was the tone. It felt a lot more mature than most RPGish titles at that time. After understanding most of the mechanics after half a playthrough I started again and finished. After that I played a ton more because if you already understood all the poorly documented mechanics you really had to put that to use, else all the effort would have been for nothing, right? But honestly what keeps me playing PoE and Deadfire the most is this forum. Believe it or not.
    1 point
  34. You hit the nail right on the head. Below is a link to a thorough mathematical study conducted in the movie business. The bottom line is: just as William Goldman once said, no one knows anything. Success is entirely unpredictable, and box office revenues diverge over all scales. This almost certainly applies to games as well, as well as many other consumer products. A quote from the article: We conclude: (1) The studio model of risk management lacks a foundation in theory or evidence and revenue forecasts have zero precision. In other words, "Anything can happen." (2) Movies are complex products and the cascade of information among film-goers during the course of a film's run can evolve along so many paths that it is impossible to attribute the success of a movie to individual causal factors. In other words, "No one knows anything." http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.521.7885&rep=rep1&type=pdf
    1 point
  35. In Deadfire we had bare-naked Mirke. If that didn't draw enough horny players in I don't know what would have...
    1 point
  36. Gathering intel for Hurlshot, so he knows if the game is worth it https://i.imgur.com/SVEcSLT.jpg[/im
    1 point
  37. sorry... i think i need help. addicted!
    1 point
  38. 1 point
  39. here's another cause the first was so much fun
    1 point
  40. Still haven't gotten there but I did rewatch the Petey Wheatstraw BOTW by RLM
    1 point
  41. I call BS. If you're fine with what passes as humour in Fallout 2 then there is no reason to feel so irritated about TOW. Fallout 2 was filled with references to Monty Python's, direct quotes from movies and so many different pop culture references including Elton John and so many other things that broke immersion. If you don't remember that then you should stop posting and go back and replay Fallout 2. That will be educational.
    1 point
  42. Your entitled to your opinion. But it's definately a minority viewpoint. Obsidian are not known for mediocre ganes. Obsidian are known as one of the best RPG devs in the west. Something tells me more than likely your a very sad Bethesda fan. Who is so upset that Bethesda have gone so downhill that many don't want to support them anymore. TOW is so much better than Fallout 4. The RPG mechanics are better. And the slow Mo is far superior to Vats. But the biggest problem with Fallout is the writing. Obsidian writing is superb. Please Obsidian don't be like Fallout. TOW is far superior as an RPG. IMO the OP is either a PS fanboy or Bethesda Fanboy. What gives it away is the line that Obsidian are known for mediocrity. When that statement is totally false. Obsidian is synonymous with top drawer quality RPGs. Either he's Annoyed that from here on all Obsidian RPGs will be Xbox exclusive or he's annoyed that so much hate is being piped on Bethesda lately. And people are much happier with The Outer Worlds. 90% of reviews say it's better than Fallout.
    1 point
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