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Sarathen

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About Sarathen

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  1. I'm starting to think we have three separate groups here, and the overly generalized term 'romance' is sort of obscuring that. 1. No non-platonic relationships/references ever, kthxbai. It doesn't belong at all. 2. Gimme dialogue options, side interactions, etc. that give me various options for non-platonic relationships with my companions/other NPC. 3. I want my uncanny valley sex, stat.
  2. That's an absolutely fair point, and my comment was only intended to reflect my own opinion, not be a subtle jab that we shouldn't be discussing this at all. For me, and only speaking for myself, I see it more as the difference between *how* the game works and how the narrative unfolds, how your companions react, what their personalities are and what drives them, the different cultures of the world and so on. There are innumerable elements of gameplay that I've liked/hated, but the only story-oriented criticism I tend to have is for gaping plot holes and characters that wind up acting complete
  3. This times a hundred. In the end, I want Obsidian to tell me the story they want to tell. I'm enjoying reading about people's ideas for areas, game mechanics, pacing, quest options, skills and character generation. But when it comes to the world, the characters and the narrative- I want Obsidian to tell me their story, not the one I told them I wanted to hear.
  4. I don't think someone liking one of the relationship options from ME2 is a blanket statement that they like all Bioware style romances, or that they want DA/ME clones. DA romantic relationships are annoying, and this is from someone who generally likes having at least some form of non-platonic interaction in games. The "I will give you 20 gifts and now you are my boy/girlfriend and you want to keep my eyelashes in a jar after our awkward underware-clad sex scene" is....ugh. I just don't understand your vehemence against optional relationships in RPGs. The 'maybe you'd get sex in real life'
  5. Guilty confession: I could not resist 'romancing' Garrus in ME. I just couldn't. I'm weak for his awesome-ness. As far as other romances in games, I don't think it needs to be or should be primarily oriented around nailing your preferred companion or NPC. But non-platonic relationships in a story are realistic. Heck, there are plenty of depictions of long term, short term, purely physically, primarily emotional (et cetera, et cetera, et cetera) relationships in literature that wouldn't be remotely classified as 'romance'. It's just part of life. So it makes sense to include elements of
  6. I like this! With one request, while we're wishing for fishes: I'd prefer to be able to skip the tutorial if I wanted and use an alternate character creation screen. Having to sit through a tutorial/basic opening section more than once kinda sucks when you go to replay or if you like to make multiple characters with different classes/personalities.
  7. I was wondering that as well, especially after the Twitter exchange between GOG and Obsidian. I thought I'd seen a comment from GOG that they were going to do so, but I can't find it now. And late to the party, but thank you, Obsidian! I always prefer to use GOG over Steam, for a variety of reasons, so it's great to see you partnered with them for distribution!
  8. I genuinely chuckled at 'Sierra'. I love old adventures games...but that doesn't change the fact that there are sometimes some bizarre and nonsensical game overs. That said, I'm not quite sure how to answer this. I'm a tremendous fan of different endings, with the endings being anywhere from slightly changed to dramatically different. They make me happy. And I don't mind the presence of stupid/foolish actions that can make the game unwinnable. I just like to have at least a hint. Comments from an NPC, item description, previous quest information I should have paid attention to. On the
  9. This is exactly what came to my mind when I saw the thread title. It's an appropriately urgent situation, and if you don't get it in gear, there will be consequences. Not 'game over, sucker' consequences, it's just that there are logical implications to your inaction. I'd prefer it not be overused, though. For example, let's say there's a temple that's infested with undead, and adventures who sally forth do not return. Well, that's bad and all, but unless the undead are venturing out of the temple, it's not actually that urgent. These other wussy adventurers could just, you know...stop goi
  10. In a far, far first place: Planescape Torment. Fallout and Arcanum certainly didn't hurt, but they're distant seconds. PST remains my favorite game of all time, largely for its deeply engrossing story and fantastic writing. (Though on my approximately annual playthrough, I talk to Candrian Illbourne as little as possible. Sorry, dude, even I have limits and 50 page explanations of the planes are one of those.)
  11. Disclaimer: I don't play multiplayer mode on computer games. Don't care for it, probably never will. (The 'that's because you don't have friends' rebuttal is always annoying- I'd rather play board games with my friends in person and reserve my computer time as 'me' time.) That said, I genuinely have a hard time understanding how one could implement a multiplayer mode without affecting the narrative of the singleplayer mode. Out of all the games for which PE is a 'spiritual successor', PST is the only one I've played more than once. It's like coming back to reread a fantastic, immersive, in
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