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algroth

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Everything posted by algroth

  1. I did too. The venue was just outside work so that was pretty comfortable, and had a pretty nice Pringles-coke combo which completely violates the Kermode Code of Conduct but still made me quite giddy. Screen was half-full, oddly enough, but luckily not too noisy (which was for the better since the audio seemed a bit on the low end). It was somewhat annoying that the theatre doesn't number its seats, which should by now be a standard across all theatre chains. The service otherwise was good, the room was pretty clean and the chairs rather comfortable. The hallway leading into the screen was curiously long and winding, and was reminiscent of a precolombine shrine in its almost womblike structure.
  2. @Guard Dog should like this one: https://imgur.com/gallery/45HCMcs
  3. **** off with these spoilers, please.
  4. Really liking this update! Thanks for all the hard work. (As an aside idea... It would be nice to ge emotes that relate to the Obsidian games and franchises, I think most in the forum would really enjoy their inclusion. I do appreciate the expanded array of classic emojis to use though.)
  5. Also re: Game of Thrones, I'm getting the impression Dany will be the real final boss at the end of it all. She's always been power-hungry but whereas before she could attach a righteous cause to her conquest and thus be a "leader of the people" almost, it's increasingly clear that conquest is the answer even in the face of a culture wanting independence and governed by people with just about every quality you'd want in a leader. Which, I feel, would be a pretty interesting twist on things and make her into a pretty interesting "villain", if you can ultimately call her that.
  6. The thing you mentioned about the crypts has been in my mind for a while. I can see such a thing happening though I hope the whole defense doesn't hinge on such a predictable element.
  7. A lovely episode. I like this observation by the Washington Post's Alyssa Rosenberg on it: "The very final-feeling conversations between characters in this show are the stuff their humanity is made of. Whatever the outcome of next episode’s battle is — and I suspect it will be a very high body count — the real distinction between the living and the dead was drawn this week in the warm bodies and warmer conversations between our tragically, beautifully human characters."
  8. I think you could say that about just about every single time-travel story ever. Some do a lot better at techo-babbling and faking it, some just go with humor winkwink, but the whole paradox thing always gets in the way at some point. Sure, but some films conceal the inconsistencies better than others. Looper I found to be especially distracting in this sense.
  9. I feel Looper has some of the same issues present with The Last Jedi to be honest. It's flimsy as a house of cards when it comes to internal logic and narrative, I'm not too sure that there is much in the way of something wanting to be said either. But it is entertaining to me due to Rian Johnson's sheer technical invention and virtuosity. That sequence where the protagonist finishes his last mission and we see the rest of his life up to his "Bruce Willis phase" pan out is absolutely superb, as is the whole escape sequence early on, involving that character whose limbs are gradually cut off in a past timeline and so on. I loved inventive moments like those, but the whole is less than the sum of its parts essentially. Where do you stand on the Breaking Bad episodes?
  10. I love 'em. They feel like exactly the kind of hybrid creature medieval folklore could have come up with. Gooooofyyyyy! Seriously, what's wrong with bear's head? Looks way more dangerous than googly eyed derpo that goes "Hu-hoo!" Also, folklore has way better things to offer -- like tatzelwurm. C'mon man, owls are pretty metal. Again, love owls, and for animals who are meant to come from a fey world and so on, straight-up common bears would not really fit the bill (aren't there common bears in the game anyways? I forget). And weren't there tatzelwurms in the game too? Anyhow, I'll agree that they look awesome. But owlbears look awesome too.
  11. I love 'em. They feel like exactly the kind of hybrid creature medieval folklore could have come up with.
  12. Whaat? Do you seriously think there's going to be more content? I mean, I believe it's fairly established the last patch will contain the final God challenge, but apart from that, I'm quite sure that's it, no more official Deadfire content ever. Unless...
  13. Speaking of prog, there's a new FlyLo album coming out May 24th, and album art/packaging is some next-level prog ****. :lol: Here's the first single, featuring David Lynch:
  14. On my part, I'm a fan of prog though Yes, Rush and Supertramp are not amidst my favorite acts (I do enjoy me some Crime of the Century and Close to the Edge however). I do enjoy plenty of Genesis, King Crimson, Van der Graaf Generator, and several offshoots and small scenes of the genre as well like the Canterbury scene, Italian prog, Zeuhl, Rock in opposition (RIO for short), Krautrock, etc. Usually the more experimental and out there, the better. Some random favorites...
  15. If it's gotta be one jazz track per year, Charles Mingus is always a great choice. I have a totally unfounded suspicion you might enjoy Neil Ardley's A Symphony of Amaranths: Could be wrong of course, but have a listen anyway and let me know your thoughts.
  16. Man, some of these user ID suggestions by Sony are glorious:
  17. Shazam!'s pretty much the best DCEU movie to date. Just extremely fun and wholesome.
  18. Man, "integrity" in this context is such a loaded word. Integrity as per what standards, ideals or vision? What defines a game's "integrity" exactly? I would venture a guess at saying that the creative team behind a game have an experience and idea in mind that they want to deliver to their audience, and it's that vision that defines "integrity", i.e. acting in accordance to that vision and not making compromises driven by other contrary influences and whatnot (sales, audience reactions, whatever)... But if so, when balance is fixed because Josh Sawyer, the creative director himself, sees that the game is too easy in the state it is being released as early as three days prior to its release and wishes the experience to be a challenging one at higher levels of difficulty, how are these changes not in keeping with the director's vision and thus the "integrity of the game"? It is worth considering that in the time of release and even pre-release, there was an initial observation in cohhcarnage's stream that Deadfire seemed too easy and a quick admission by Sawyer that upon release they focused on other elements they felt were more immediately concerning for the game's release and left balancing to be worked out through later patches, and that the game at the state of release was indeed too easy; all of this was then corroborated by players who voiced these same concerns, and it was alongside the length of the main quest pretty much the biggest criticism the game was facing at that moment (again, let me reiterate, this was a point brought up by Josh even before most people got to play it, so it's not like the devs weren't already anticipating and recognizing a problem there). This is worth keeping in mind because these issues absolutely inform the decisions the devs did in future patches, and what they also would do as well as want out of their game. They're obviously interested in making the game challening, especially at higher difficulties, and to that extent having certain low-to-mid level abilities be so overpowered they'd single-handedly determine the course of any fight is an issue, and one that acts against the devs' intentions. To this end, I'll address this which I find a very problematic argument: So I'll give an example for the spell that most immediately comes to mind from my first playthrough as something of a "win button" almost, and that is Devotions for the Faithful. In its release state, if I'm not mistaken, the spell would grant a whopping +8 might and +20 accuracy to all allies within the cast area for 30 seconds, and decrease the enemy might and accuracy by the same amount. This is a massive power swing in favour of one party. The spell was obviously nerfed and cut to half of all the buffs and debuffs we see above (+/- 4 MIG, +/- 10 ACC), and it's still a pretty damn powerful spell in its current iteration, or so I find at least. All this for a lvl 4 priest ability, by the way, so it's not like we'd only get to experience it late-game either. So, I spammed this non-stop in my first playthrough. It was OP, without a doubt, and it basically turned a veteran playthrough into a cakewalk (I hear PotD wasn't particularly harder either in this state). To me, this was an issue because the game was ultimately rewarding me for abusing a single mechanic over and over, and effectively removed strategic depth from my experience playing it and whatnot. So personally, I'm all for this having been nerfed. But let's say it wasn't nerfed, and instead the power of other abilities were buffed so as to match up in power to this ability, or offer more equally viable choices for slamming my enemies. That's fine, now instead of a single "win button" I have several, it's a matter of choosing one and watch my party steamroll through the opponents. ...In veteran mode, which I deliberately picked for the game to challenge me (otherwise why would I pick "hard mode" in a game?). Obviously the issue would be that the encounters aren't strong enough, and as said before, the idea as early as Day -3 was to rebalance the game's difficulty and turn it into a much more challenging experience than it currently was, because enemies were undertuned and so on. Now with the above solution, instead of some abilities being overtuned, all of them are, which is some form of "balance" I guess... But enemies are even easier than they were before. So in order to make the game challenging, we have to buff the enemies so that they can actually stand against the barrage of OP spells and debuffs we may throw their way. Let's go back to Devotions for the Faithful. We don't want to nerf Devotions for the Faithful because that makes the game "less fun" for players ("fun" is entirely subjective by the way - I personally find it more fun to be challenged in these games, so for me all balance adjustments to make the game more even and challenging actually make the game more fun, not less so), so instead what we do is we buff the enemies to compensate for the power that is removed by the spell. Now all enemies across the board start off with +10 accuracy, +10 deflection, +4 might and maybe some extra health and stats to offset your might buff too (Pathfinder: Kingmaker balance strats btw - also why the game's combat is so ****e). Now Devotions of the Faithful is "balanced", but all enemies are *way* stronger against parties or combat situations *not* using Devotions for the Faithful, as they too are subject to enemies whose stats are compensating what OP abilities you *may* have at your disposal. Suddenly Devotions of the Fathful is not only less effective and rewarding per powergamer standards, but also made into a necessity for everyone else. Now you *have* to carry a priest, and you *have* to use the spell lest you severely handicap yourself in these newly balanced fights. And this doesn't even take into consideration that an enemy priest might use that OP Devotions for the Faithful on *you* instead, suddenly making that gap even greater. The point here is that at the moment you decide to buff everything around the OP abilities to make them into the new "balace", not only do you run into trouble like the above example but you're still nevertheless NERFING that OP ability through recontextualizing it in a system were its stats mean less than they used to. Power is relative to the power of everything around it, and if that context changes, so does the power the untouched element previously had. And if that's the case, why not just nerf the ability? This is, of course, an example and a rather far-reaching one - but similar things can be applied across the board all the same. Fireball too powerful? Better to nerf its damage/penetration than stack more armour against fire on all enemies across the board. Soul Annihilation one-shotting things too easily? Nerf raw damage instead of stacking more deflection on all encounters. Totally-not-Haste too OP? Better add contrasting penalty to it than increasing the enemy action speed. And so on, so forth. On any given patch, the rules are thoroughly consistent, lest there be a bug interfering with the same. As MaxQuest, I believe it was, said earlier, you can opt into not downloading new patches at any time, and play through the whole game in one single version regardless of new versions being released in the time it takes you to complete it. If the change in certain values and the odd mechanic or interaction here and there are enough for you to feel the whole game "plays absolutely differently" from patch to patch, you can always opt out of it if you wish. Otherwise, the core rules and mechanics of the game have pretty much remained the same across its several releases. The rules as such have remained consistent even when patches have eliminated exploits and altered values to bring the game closer to how it was intended to be played in the first place. As others have mentioned, this isn't unique to Deadfire, or Obsidian games, or, heck, even video games for that matter. This is just the natural evolution of games, to become more like the ideal of what they aim to be.
  19. Didn't much of the contents at floor level remain untouched though? Some of the pictures seemed to show row upon row of wooden pews that were pretty unscathed. My understanding is that though the roof collapsed, only parts of the vault ceiling underneath collapsed while other parts still held up. So, perfectly reasonable that a lot of the cathedral's contents remained intact, even regardless of melting points and whatnot.
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