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Everything posted by SonicMage117
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My favorite out of which you mention was Planecape Torment and that is probably only because it dared to push boundries in what was allowed on gaming whether it was about death or love, (shock value) making it unique among any rpg sub-genre. The others were generally pale in comparison if I were being honest. None of the games had terribly great writing, despite nostalgic fans crediting BG2 and PST having some if the greatest stories of all time. Given what I've seen you credit as "great writing" in the past, I'll take this as high praise.So, as I thought, resort to petty insults because there's no argument. By the way, can you tell me what I've credited as good writing and how I'm wrong? Nostalgia? Well that does not line up with the facts. Fans said that about BG2 and PST at the time they were written. I do think people experience a story more powerfully when they feel like they are a direct participant in it, even if perhaps it is not written as well or as artfully done as Shakespeare. I mean that is why some of us are here, being fans of this genre. Right you are, there were rpg's with just as good writing then but sadly they didn't get the attention they deserved. Now years later, we hear confused fans give a comparison of "BG2 and PST were written by people who actually graduated college", their ignorance is based on the fact that they hadn't played other games which could possibly match up to the scripts or surpass it so for some it's become a hard pill to swallow. I'm excluding fanboyism on forums to make this a fair statement btw, as fanboyism is easy to pick out. In recent years, playing 2D platformers with more efforts put into writing than most crpg's was a dream come true (dare I not mention them to create further argument) but the reason it was so because gamers as myself never thought it was possible. The indie scene has been doing great with romances and my hope is that rpg's benefit from this instead the usual "Let's bang" and 4 second cut-scene filled with naughty bits which pleases no man who's married in real life. Alas, respectism and realism isn't subjective (as we all know) but I have faith Sawyer has seen this as a chance to bring rpg romance uo to par with other genres incorporating the more realistic side of romantic relationships.
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My favorite out of which you mention was Planecape Torment and that is probably only because it dared to push boundries in what was allowed on gaming whether it was about death or love, (shock value) making it unique among any rpg sub-genre. The others were generally pale in comparison if I were being honest. None of the games had terribly great writing, despite nostalgic fans crediting BG2 and PST having some if the greatest stories of all time.
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No? Some are good, some are bad. Just like any feature in a game can be good or bad. But most of it comes down to subjective opinions. So I'm sure you haven't enjoyed any, but a lot of other gamers have in fact enjoyed a lot of different romances in different games (not just in RPG:s). I for one, is looking forward to the different relationships in Deadfire. It will be interesting to see Obsidian's take on it. They have a lot of new writers so I think/hope Carrie, Kate, etc. will raise the bar in this case. I've played many rpg's over the years, none of which had well wtitten or meaningful romances. However, I've played other genres of games which romamces were treated respectively and avtually had some point and a real affect on the story.
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Darren Korb and Ashley Barret is so ahead of the curve when it comes to rpg ost that I don't even think of their material as video game soundtrack but as actual artist soundtrack. There's nothing in the industry that's on that level, maybe that's because rpg's are mainly orcestra and Supergiant's stuff is written, composed and sang all by the artists themselves. And then the mixers, their amazing. It's more than just a soundtrack, it's art. This goes for all 3 games by Supergiant. https://youtu.be/6bNVkhzURlQ ^For example, would much rather see this concert than an full sectional orchestra. Anyway, back to Deadfire's ost. Not bad so far, not amazing, but not bad. Better than decent, I'd say it's good from the tiddles that I've heard. Of course I will be listening to it on headphones and surround sound to see how the mix is
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To answer your question, hmmmm... I never actually believed that story mode was for players to focus on story rather than gameplay but to erase combat but I have never played story mode so I am probably missing something. It really has nothing to do with what I consider challenging or a threat but more of "I play normal because it's the best balance and likely the way it's meant to be played." Also it seems to be the default of any game but in a game like Dungeon Of The Endless, Super Easy mode is actually hard and Easy mode is almost unwinnable odds. The balance makes one thing that sometimes titles are of placebo affect and what may be easier for some may be harder for others. And then some people want to just relax. I have to remind myself that the vast majority of members here on casual rpg'ists. As for the story vs combat argument, well it's the first time that I read peeps on a forum argue that story isn't more important that combat anywhere. Just surprised me is all, I guess times are changing. I'm am old dude and as the saying goes, can't teach an old dog new tricks, I guess. Character build (in my time) was never bred for combat exclusively (which seems to just now in recent years to be changing), even in the IE games but how one would interact with the world as a whole and in dialouge, which I got into a discussion about this topic the other day as well but that's another dry football yard with a yacht in the middle. Thanks for the answers, I'm just starting now to understand this shift I think.
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Who are you talking to? Me? And if so, isn't telling me how to common a bit hypocritical and self-contradictive. Anyway, I'm not telling others what to feel or how to play. Made some general statements about the purpose of the game and asked a few questions, nothing more. If people don't like the questions, they're not forced to answer but doesn't make those questions any less valid even if the majority of community here says it's wrong (which they're not but just an example).
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Of course, it's being kept quiet because it's going to be sething different than we all think so no use in getting backers disappointed before the game actually releases. It'll probably be something weird/goofy like D:OS like helping cats fall in love We all do not want that but it may be something similarly crazy because Deadfire's new vibe actually allows for some craziness extent while the first did not.
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Hi, Try devloper Mikey Dowling, he helped me out with getting my pledge so https://forums.obsidian.net/user/23423-mikey-dowling/
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Isn't the real difficulty is from deciding whoever which of your companions and other npc's lives and who out of these dies? Yo decide if who or what you will become im the world? The point of the game was never the combat, the point was to role play and to make story decisions which affect the game in HUGE ways. Which Tyranny and Pillars excel at. I mean, choices and decision making in these types of games are vastly superior to the combat which they feature. Real-time and pause has never been touted as an enjoyable combat system by any player-base - til recent years because it came back but who am I to say such things on a given forum? (I'm SonicMage117) I admit, I'd have fun as a thief if there were more riddle trapped crypts with ultra difficulty I would have fun but that wouldn't be Pillars, that would be another game. This insight coming from a master rpg player who's favorite games are Sonic The Hedgehog Spinball and Doctor Robotnik's Mean Bean Machine, just so you know where I am coming from here.
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Also, if you want your pet in a game, you should check out a 2D post-apocalyptic game called Buck, it's a 2D post-apocalyptic indie dedicated to dogs. May be worth checking into.
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Write them a private message, see if you can work something out and maybe Radar can get squeezed into the dlc as the ship's dog
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False... Story and overall experience are much more important to veteran players than challenging them to 200 fights and memorizing tactics. I myself am a veteran player with seemingly too much knowledge for the game than my own good allows. Intesting characters and story should and will always keep a game interesting, if they are playing a video game in today's age just for challenge and find nothing else about said game that appeals to them then they are playing for the wrong reason. As Pillars was designed to be this (a story driven story rpg), I'm highly offended as its my favorite game ever. Just so you know.
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Amen to that. All rpg's are trash when it comes to romances, that much we can agree on. Seems whether Jrpg's or Crpg's... even action rpg's. If only devs were treated with a but more realism and respect that they deserve, then rpg romances wouldn't become such a joke in the first place. Maybe Deadfire will overcome this curse and break the cycle.
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Maybe it's a good idea to bot do a funding for the next game. Deadfire was so successful with it but you don't want to burn out people or make them think you're using them by abusing it. I'd say Tyranny was a great break between Pillars 1 and Deadfire. Plus, it's nice to be surprised instead of being informed aboyt every little detail about the game. When mystery can be more powerful that knowledge.
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At no point during my life did I wake up one morning and think "I have decided to be sexually attracted to men." Nor could I decide to be attracted to women if I wanted to. (In my increasingly distant youth I kissed a few girls because they wanted to kiss me and I wanted to give them a fair shot, but unlike Katy Perry I did not like it.) People can choose how to act on their feelings, but not which feelings they have. I assume this is how it works for most people, straight or gay or bi or whatever. I'm sorry but I can't accept the fact that somebody was "born" with a biased mindset or sexual preference. Feelings of attraction do not form while you were in your mother's womb or even when you're learning to speak. Rather happens overtime as you develop relationships, and discover things. We may not remember exactly when you developed those feelings but we certainly were not born with those feelings, it's not until we have our first crush in which we even start to experiment with feelings/thoughts to which gender we are attracted to ad by that point we've been influenced by something or someone (parents, tv, ect) that has fed our subconscious info and we impulsively choose to follow those desires for ourselves. At the age in which we form our first crush, it doesn't "just happen" we make the choice to who we have a crush on, bo different than who we choose to make friends with. I'd love to be proven wrong on this though, perhaps there is some study of babies showing signs of sexual preference that I don't know about. It would be uber-scary but also interesting.