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Everything posted by Nonek
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Watched young Mr Branagh's Henry V today, thought armour such as that used by Brian Blessed in this scene might be appropriate for a dwarven character, i've always thought the esteemed gentleman is almost the definition of the stereotype.
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playing "evil"
Nonek replied to Michael_Galt's topic in Pillars of Eternity: Stories (Spoiler Warning!)
The most effectively "evil" character i've ever played was Michael Thornton in a veteran runthrough of Alpha Protocol, he was calm and polite in almost every situation and devoted to completing his objectives, but every conversation and choice he participated in was informed by ulterior motives. He watched everybody with the dead eyes of a viper, and manipulated them into believing him a friend and colleague. It was only when he tired of Mina's talking at the end of the game, that the mask slipped and he revealed what a psycopath lay under those calm manners and calculated responses. Too late for his erstwhile master to realise what a mistakle he'd made in trusting the veteran intelligence operative at all, or to realise that he'd just given up the reigns of his power and lost every ally around the world that he relied upon. The beautiful thing was, that ending surprised me as well, I had no idea that the character i'd been playing was so mercenary. Everything coalesced in those final moments, i'd started out with the intention of merely playing a cool professional, but it outgrew me in a very organic fashion, until those ending choices seemed the only logical steps. -
I'd like to see mature themes and morals handled like in the Witcher and of course previous Obsidian games, Bioware have always seemed a little infantile and simplified for myself. I prefer the complex themes presented in the aforementioned games, add to that a logical reactive world rather than an illogical linear plot corridor and i'll be more than satisfied. One stand out moment for me was the Werewolf quest in the original Witcher, an almost fairy tale ending in a world of all too real tragedy, it stood out all the more clearly for being so. A light in the darkness if you will. That and even the most villainous of characters being intelligent, reasonable and more importantly understandable rather than simplified cackling buffoons enslaved by mcguffins or what have you.
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The DLC's of New Vegas weren't slapped on afterwards, they were planned for during the making of the game as I understand. That's why there are hints to each of them lying all around the base game, for myself if all games did DLC like these and Treasures of the Sun I wouldn't have half the inclination to avoid them like I do.
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Start small and detailed, make the quests personal and make sure your players see the effects their actions generate. Keep a few index cards around with little mini adventures upon them, for when your players go off the beaten track. Think of numerous organic plot hooks that serve to lead them back on to the main path of your adventure, so they don't feel they're being led by the nose. Space and its inherent dangers is a great way of limiting a players scope, once they step onto your space station/derelict space hulk or whatever you can guide them with very little effort. Don't be afraid of cahanging your adventure if they do something clever or dumb that you hadn't expected, with a small very detailed enviroment you'll find it much easier to roll with the punches and portray interesting and believable consequences.
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Stronghold Prison
Nonek replied to Freshock's topic in Pillars of Eternity: Stories (Spoiler Warning!)
As a DM such a prison or oubliette immediately gets my player punishing nerve twitching, so easy to infiltrate such a place with a master thief or cipher set on sabotage or even more malevolent purposes. I do like the idea of a stronghold coming with a large dollop of responsibility however, you have a duty to the crown who granted you the land, must maintain law and order on the estate and carry out the duties associated with your high office. -
The humour's a little overdone at times, only complaint I can really level at it for the moment.
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Yeah the tired old plot of Dragon Age 2, save the world from the evil artifact McGuffin and its big bad slave is to be avoided at all costs. This and the fact that the protagonist spent years doing nothing, and ignoring any of the obvious hints that were thrown in his path really destroyed any sense of narrative cohesion in the game. I sometimes felt that the game was suggesting that I cared about the strangers who were supposed to be my family, but as usual they were just shallow caricatures whom I couldn't even speak to and nothing to do with my character. This and the fact that the game went out of its way to invalidate every choice I made, served to leave me just playing by rote on easy until I threw in the towel at the end. I agree with you, Obsidian have never gone down that route and I don't see any reason why they would now. I do think all of the characters should have been killable however, they were the weakest part of the whole game.
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Oh come on, I've already played that card more than once in the monk thread. Not that it's an invalid position, as it is one I share, but we exhausted that argument in the aforementioned.... Monk Thread. Sorry AGX-17, but i've got no idea what you're talking about. Oh never mind, just saw my post on page 9 of the monk thread where I outlined this concept and must seemingly have become a little inspired by it, I assume that's what you're referring to.
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Divine Divinity, this is really how Diablo should have evolved in my opinion.
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Religion
Nonek replied to Kane_Severance's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Considering the recent events north of Godhammer citadel, i'm thinking matters of faith will be tremendously important. As I remember I got a nice shield in Mask of the Betrayer for following Chauntea. -
The Power of the Philosopher in PE
Nonek replied to Rahkir's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
There should be a clear delineation between what is known and what is believed. So although the people of Eternity know that souls may be reborn and there is a measure of immortality in that, they are neither sure of the mechanic or what controls such a state, thus they remain in that most interesting of positions, uncertainty. So for that peasant labouring in misery, there is too much of a risk in ending his life and seeking a new position in the wheel, he has hope for tomorrow and that is more real to him than an uncertain future. The philospher may seek to extend his knowledge of the metaphysical, but short of the ultimate sacrifice, he faces the exact same quandry as that peasant. And here is where otherworldly eminences prove their attraction, standing beyond the concerns of the flesh, they may hold the truth that a seeker desires or lies that suit their agenda. Or maybe they are nothing but false lights in the heavens.- 13 replies
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Play Ultima 7 then play a modern mainstream RPG, tell me that they've not been ripping out features and stripping away the content to its bare bones, either Bethesda with puddle deep plot in hiking simulators or Bioware with nothing but alternate combat and conversation in brown corridors. Yes they might be brainless fun, but they can't be defended as innovating or evolving in any way shape or form. To defend that stripping away of content is worse than nostalgia, it's a mandate for only making content for the lowest common denominator. Project Eternity is a challenge to this notion, just as New vegas and Alpha Protocol were before it.
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Rugger, weights, fisticuffs.
- 74 replies
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- DYEL?
- no curls in the squat rack
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Sheathed weapons
Nonek replied to StreetBushido's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Yes that's what I remember too, thank you. -
Personally i'd like the entities dealt with to be inconceivable Lovecraftian horrors, gibbering truly alien things that a wizard may leech power from, but whose horrific presence corrupts their souls as surely as blood stains Lady MacBeths hands. Their entrance into physicality should be deeply disturbing, emanating waves of sickness and mutation as they drag impossible hideous forms forth from dark, desolate places. And even as the character beholds them, he should know that what he see's is only what his frail human mind can deal with, it's true form escapes perception for all but the strongest of Ciphers and madmen. Be a bugger to code I expect though.
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Sheathed weapons
Nonek replied to StreetBushido's topic in Pillars of Eternity: Stories (Spoiler Warning!)
Could you clarify please Mr Rjshae? As far as I remeber the characters of the Dragon Age game stand around immobile, and are not even able to draw their weapons if not engaging in combat (which seems a little silly if you're venturing into those Dark Road places.) As a DM I would have penalised them severely for such slovenly behaviour. -
Sheathed weapons
Nonek replied to StreetBushido's topic in Pillars of Eternity: Stories (Spoiler Warning!)
As well as all equipped weapons being visible on the character (no matter their size) i'd also like to see helms being carried in the crook of ones arm when in peaceful areas, like in the original Diablo. A little flourish but satisfying in the attention to detail, it's these little things that serve to bring the world to life for myself. Unfortunately most gamers seem content to make do with diminishing features every year but hopefully Eternity can stem the tide of only the combat, conversation and adolescent romances being prioritised. I'd also like to see resting animations for when one is idling around the campfire, the fighter hones his implements of destruction, the monk performs his kata's, the cipher meditates, the wizard pores over his grimoires, the priest mumbles his devotions etcetera. And sleeping under their blankets for those who need rest obviously. -
Haven't played in years, kids, wife and job, but I used to be a regular when I had a life. Never really bothered with a title, except maybe for Oi or You bastard. I have entire worlds tucked away in my noggin and my study, real shame that my old thursday nighters aren't together anymore.