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About marimo

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    (2) Evoker


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  1. Clearly you've never lived anywhere with seagulls. They are a menace.
  2. They have combat barks and stuff and a few short ambient comments for certain locations, but very few compared to full companions.
  3. PoE 3 will just basically be Life is Strange but in Eora
  4. Well, I disagree with your basic premise that there was a huge drop in quality between PoE1 and 2. You are, of course, welcome to your opinion but it just is not an objective truth. Re: Rekke I don't see how his backstory undercuts PoE1 at all but maybe you can elaborate. As for the tablet, it's meant to be funny, sure, but it also tells you something about Rekke's culture: that horses are important to it. There are little clues in a lot of his lines that tell you about him and his country and I consider them breadcrumbs. Here's some canonical references to other cultures, languages, peoples, religions, and landmasses, isn't that interesting? This will probably come into play in future installments. Why does this all have to be 100% explained in Deadfire for it not to be considered "bad writing"? Also I never said Rekke was from the past, dunno where you got that from. You're making a looooooot of assumptions about what a third game would look like. There's absolutely no reason I can see that it would look like this phantom game you fear.
  5. I think he might be cursed and you are the only thing standing between him and certain doom, lol.
  6. I'd be surprised if they added more romance content in the expansions but I do think the relationships were kinda light on content. Aloth's especially felt like it could've used at least one more conversation in between initiating and the final endgame convo.
  7. He still dies though in the epilogue if you don't do his quest... So idk if not meek means just being an ass WAT???? Lacking a watcher to read the Wahaki leader's soul, all he can find out is that Thaos clearly influenced the tribe, but fails to find out how or why before the Wahaki grow too suspicious of him and his sighs. Unfortunately, it turns out he can't turn away Wahaki spears with his sighs, which probably gave him quite a pained look. IIRC he dies this same way during the game if you refuse to let him join you
  8. I'd call things like Rekke's dialogue, the question of what existed before the Wheel as we know it, and what other gods might be out there intentional breadcrumbs pointing towards a third game rather than "criminal" writing. And as much as I enjoy his work, I think this hero-worshippy idea that Avellone is the only good games writer out there is a little weird.
  9. I'm chalking this up to first impressions. There's not much to hate about Maia when you meet her, whereas you get all of Tekehu's worst qualities up front. If you never bother with their personal quests I can see how that might happen. Personally I don't think Tekehu's bad qualities are all that bad but some people really seem to hate them. Poor sweet fishboy.
  10. I'm gonna guess it's because conversations in games are usually designed so that the player is the one receiving new information, because reading things that are new to you is always going to be more interesting than things you already know. If you had the ability to teach everyone in the game that the gods are constructs, then you'd essentially be having very similar conversations frequently, and the only thing that would be new to you would be the character's reaction, which seems like a lot of work for little payoff. With characters like Xoti or Tekehu the payoff would be bigger because they're more important characters and because the gods are central to their identities, but still, that would be 2 conversations in which you are rehashing things that you as the player already know, and although you would learn things about your companions just from their reactions or questions, it still seems like it wouldn't be worth the resource investment. I wouldn't want to sacrifice one of the conversations we already have for one where you can break this news to people.
  11. My issue is less about the weight, and more about most of the weapons people are carting around are 2+ foot long "sticks" of metal/wood that have to be either held or attached to you somewhere. There's only so many places you can put such things and still fight in melee realistically. And by "so many" I mean, 1-2 at most. Daggers/small knives are one thing, can be fit into a belt or some such. But multiple long swords/maces/axes/spears etc. would quickly get in the way far too much to fight in melee and not get hung up on either the items themselves or the belts & whatnot used to attach them to someone's body. Oh, I agree that inventory systems in games are unrealistic, but I wouldn't want to play one with a realistic system. I was talking about things I see in pretty much every thread about fantasy games and realistic combat, like that you need a ton of muscle to wield swords or that full plate armor is always the best armor no matter what the circumstances are. I don't believe those things and I'm mildly annoyed when I see them.
  12. I don't know why people always think swords weigh like 20+ lbs but I'm gonna blame Blizzard (and Warhammer I guess).
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