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Nonek

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Everything posted by Nonek

  1. On further reflection i'm not so much against the idea of the protagonist dying and the game continuing, but the prospect of utilising the npcs to fill his role. To me the npcs that Obsidian produces are the best in the business, both interesting and nuanced, and I don't want to sully or disrupt them and their arc by taking control of them. So this would necessitate that we either start a new character, who once again has a logical and integral part in the narrative, or that we return as some kind of animus (be that an undead, a golem or a possessing spirit.) Now this seems do-able and maybe beneficial to the games focus on the importance of souls, but not something that can happen numerous times or is a risk in every battle, lest it becomes ridiculous. So maybe an event transpiring at some point in the game, or even your death in the prologue and throughout the rest of the playthrough you are basically a revenant? Basically playing as Torian Kel or Vhailor. Or maybe you uncover the tale of an ancient hero in your travels, a series of clues leading to his lost tomb, that lets you shape his character and background through rough translations (so that the player is in control of his creation.) Upon the players fall to some antagonist force, this hero is reborn through some weird metaphysical convergence of his remains and the protagonists fading soul, so that you still have the adventuring impetus stirring in your twinned souls but also the ashes of a previous life to explore and examine. Seems a bit convoluted however.
  2. Speaking personally, the only problem I have with Steam and all the other drm's, is that they're an added layer of complication that I neither need nor want. I do not pirate software, so why am I being targeted by these rather draconian methods. That said with Steam safely sandboxed and offline for months at a time, i'm not too put out by it. I still however do not see the reason for such constant vigilance of ones customers, i'm certainly not that interested in the people employed at Valve, it's a little offputting. Mind you, my own family aren't usually that interested in me so it's also somewhat flattering.
  3. Skyfall, the latest Bond flick, strangely enough I was just totally unimpressed from the beginning to the end. Haven't the faintest idea why, it seemed a million miles away from what Casino Royale was trying to do however (which I quite liked.)
  4. I'm always in favour of a pro-active protagonist and a more reactive world. In both New Vegas, Alpha Protocol and to a lesser extent Dungeon Siege 3 it is the protagonist who decides (whether knowingly or not) whom his primary antagonists and allies are, therefore I see no problems with taking a more active hand in Eternity. I've completed two playthroughs of Alpha Protocol and the differences could not be more startling. As a recruit I played as a stupidly naive puppet, dancing to my masters tunes and maintaining a righteous sense of outrage throughout. In the veteran playthrough I slowly but surely built my power base around the world, and come the denouement usurped the antagonists throne. If Eternity is anywhere as ambitious as that, i'll be more than happy.
  5. @Osvir. Personally I never thought of the silver shard as marking out the player character of NWN2 for some higher destiny, and certainly no deity or otherworldly power was forcing his hand, and thus making him their chosen one. To me the shard bearer was simply unlucky, first for being caught up in Ammon Jerro's conflict as a babe in arms, and secondly for surviving the shard embedding in his flesh. Through random chance the shard bearer is thus woven into the story, and must play an active role if he wishes to survive the ensuing events. That to me was a fantastic means of involving the player character in the conflict, without him being chosen by the supernatural meddling of the great and everlasting know it all Yoghurt (or whomever.) He was the right man in the wrong place at the wrong time, at least that's my take on it. Like most Obsidian protagonists when viewed from a distance, he's a terribly unlucky chap. As for examining whom the player character is, and what his place is in the world, this is something I would genuinely like to see. The commentary by Kreia on the Exiles backstory was immensely intriguing to me, mostly because of his own reluctance to speak of it. There is undeniably a certain richness to be garnered from a character with a rich backstory, but I think there would have to be some means of controlling that backstory, so that it still feels like our character and still acts according to our head cannon, not just another npc. I don't know whether this is possible, playable origins, background feats, choice of backstories in the character creation screen?
  6. I've got to admit that i'm sometimes left a little perplexed at the lengths publishers will go to with their drm, it seems almost counter intuitive to the basic sales mantra of getting your product to the customer. Like LadyCrimson and Anubite i'm always left pleasantly surprised when using GOG, it really is a service built to facilitate and please the customer. Still with the massive sales of Diablo 3, one can certainly argue that many don't mind the use of draconian drm, nor having to schedule their leisure time around the servers wobblers.
  7. I'd rather my protagonist be an integral part of the games narrative structure (though not a pawn of prophecy or chosen one) through whatever means, be that a silver shard embedded in his heart or what have you, and also that my companions all be disposable at almost any time. So personally i'd have to vote in the negative to this idea.
  8. Campaign for the Time Bandits license? Sounds a little similar.
  9. The conversation with Zoltan about the nature of monsters, and the benefits of civilisation was fantastic. It's a pity there's no such moments in the second game, though one supposes that's the hectic pace of pursuing the kingslayer doesn't lend itself to such philosophising. In my opinion the second game could do with an overarching theme, like the first games questioning, "what is a monster?" Unless i've missed the theme in my last two playthroughs, i'll have to keep my eyes open this time.
  10. Just finished the Witcher, got to say my admiration for Jacque/Alvin as a nuanced and sensible antagonist really does keep growing. The way he throws the philosophical ideals Geralt calmed him with in the fourth chapter in the Witchers face, is just brilliant. It's a pity that the white wolf can't react more visibly to his death, but such is to be expected from such a stoic character. I'm left feeling that it was my failure of the child that crafted the monster he became, gave me a nice sense of agency and conflicting emotions about the ending. Narratively and logically it's one of the best games i've played, renders some of the latest "story" focused rpg's lazy and illogical in comparison. Onwards to the Witcher 2: Assassins of Kings.
  11. Chanter: Tales and sagas to be spoken. Cipher: A childhood fetish or token, allowing the Cipher to focus his mind. A relic holding the souls of many long dead ciphers, whispering and not entirely to be trusted. Druid: Tokens of the four elements, an obsidian stone for earth and fire, a snowflake caught in crystal for air and water etcetera. Monk: Differing styles of combat, granting different benefits. Wizard: Spells and wards graven by magic into their own flesh. The other classes, as Rjshae said, decided by background, culture and choice. It would be nice to see areas where hold out weapons, daggers, knuckles etcetera, are utilised. Though the monk would be somewhat overpowered in those situations.
  12. I like the idea, it's a nice explanation for the stash (for me the angel is always in the details) and it could be used for further adventures. Such as T-Ray half inching the mule and upgrading its storage capacity, as in New Reno. Or there could possibly be a more complicated explanation of the stash, a trans dimensional safebox or some other more weird explanation. There could even be a quest involved in gaining the feature, thus making it all the more valuable to us and integrated with the world around us. Perhaps while wandering through the slums you become lost and turning a corner happen the bazaar of the bizarre, a maze of buyers and sellers from across the multiverse, where everything can be bought and sold for a price. Here the stash is found, a common possession for the merchants of that otherwordly place, but among your most cherished treasures. A little box talisman, linking the possessor to a fabled place of storage called "the vault of the ninth world."
  13. If i'm playing a survival type (ranger etc) character, then I don't mind having a few rough and ready crafting recipes on hand. Otherwise I generally don't much like crafting, like over abundant loot it only serves to make my character feel more like a shopkeeper/trader than a sellsword or what have you. That said if a character has a background (a la Arcanum) in trade or craft, then i'm fine with it.
  14. This is a touch simplified, but seemingly relevant:
  15. Might be interesting to see Totem animals for Druids, not actual existant creatures but emanations of their soul. To the extent that a Cipher might look at a Druid and see at his side a wolf glaring back, perhaps it emerges at times when their might waxes or their ire is peaked, a shadowy and indistinct form that tears and bites.
  16. Oh not asking for race restrictions, just using the common cliches. Thinking about it Karkarov's idea of a merchant specialising in high end goods, and charging ungodly prices, is also something i'd like to see implemented. You could even make a quest out of getting an invite to his establishment, or make it dependant on faction reputation. The finest attire for the infiltration of Lord Limpfondles soiree, or parade armour suited to the new Baron of Bosman keep.
  17. Yep, always serves to make the gameworld a more believable enviroment (and JOG's additions would only add to that,) i'd also add the limitation that certain merchant only buy and sell certain goods. The dwarven armourer deals in weapons, mail and plate, the elven hunter in leathers, bows and traps and the human provisioner in miscellaneous goods (coil of rope, iron rations, clothing, pole 10' etcetera.)
  18. I'm finding that feeling all too common in most modern games. Max dwells in an interesting and atmospheric world, with its noire pretensions and grimy magnificence, and it seems perfect for exploration. Space Marine had the same problem, there was a vast world laid out before me, with the many decades of W40k lore to draw from, but it was all just swept aside by the endless reliance on combat.
  19. If the higher levels of Cipher have telekinetic powers, that their minds/souls can intrude on reality, then i'd be quite interested to see whether they can use that telekinesis as weapons to cut flesh, snap bones or use objects against their foes. I'd be interested to see an alternate means of bare knuckle fighting for the monk, so that he's distinguished from kung fu flicks. Something like the ancient greek Pankration, but with the soul stuff added. I also wouldn't mind seeing if priests have spiritual weapons, hammers of their deity.
  20. Fairly much.
  21. Dear bakery, an open letter to my bakers. Having consumed your scones for many years and always having been highly satisfied by their taste and texture, I feel compelled to write to you and air my feelings on their currant-y, crumbly goodness. No other victual has so satisfied my need for sweet and filling sustenance mid afternoon, and my taste buds are continually intrigued by new tastes and textures, even after so many years of consumption. The modification of your base product with toppings of pleasing variety has also frequently revivified my interest in the scones, for which I am also grateful. In brief I feel compelled to state (in a massively over emotional and florid manner) that your scones are not just baked products to me, they have become an important part of my life, religion and sexual tastes. May I visit their place of inception and clean your orifices. Yours faithfully. Magnus Scone. Dear Mr Scone. They're just scones dude, stop being weird. Yours mildly disgusted. A Baker.
  22. From a purely self interested viewpoint i'd prefer if they stuck to imperial, as that's what I grew up with. Never did get the hang of the new money and weights.
  23. Having a playthrough of the original Witcher game with the full combat rebalance mod, damn the game's subtle, you've really got to pay attention to even the most throwaway of lines and journal entries. Somewhat brave for a developer to make so many little nods to the books and the overall plot, very easy to miss when you're playing through in the usual sleepwalking manner that most games encourage. I especially like the little in jokes that the artists made on the sex cards, such as the woman choking the chicken, all too obvious what the developers were alluding to. Clever.
  24. I've no idea whom Mog is, but I was under the impression that illusions and such would fall under the ambit of the Cipher, tricks that beglamour the mind and eye would seem to fit perfectly into their repertoire. I have always liked Illusionists however, if well played and well prepared they are nearly unbeatable, especially in the older versions of AD&D. If the game suddenly drags one into the playground of an illusionist, and the party is left wondering what is reality and what imagining, well I think Mr Avellone could create some brilliant content there. Give the artists a chance to get creative as well, something on the order of MC Escher or Gaudi. Or even to be trapped in ones own mind, facing the monsters from the id.
  25. That's one to PrimeJunta, took me a week to figure that out when I first read it.
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