Jump to content

injurai

Members
  • Posts

    2573
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by injurai

  1. Despite the whole soulless baby plot-line. I didn't find Pillars to be especially grim-dark, and there was ample amounts of dry whit. Some characters were certainly more humorous The humor a lot of the times depending on the dialogue options you went for. If something was bothering someone and you took an option that gave them a new way of thinking, they'd perk up a bit and laugh at their situation. Seeing as the characters had real practical problems, it was nice to see humor was often relevant and existential to those where the character was. There was plenty of reactivity over the tone based on how the watcher was played. I'd like to see a repeat of that personally. Also the random remarks your party would make about the world and npcs tended towards a kind of humor with more levity and bite. I just don't see how Pillars 1 is too depressing when most of the time you are wading against that depressing flow, making the world better even if you choose to be an **** while doing it.
  2. Personally I think Hamill is just a very charitable guy who wants to see the best in everything. I don't think he is as enthralled by the movie as he sometimes comes across, but I also think he doesn't let himself dwell the negatives too hard. He was under contract to promote the film anyways so it makes sense he'd try to gravitate towards positive notes. He also owes so much to the franchise and you can tell in the behavior of the cast that they don't **** where they eat. So my point here is that Rian Johnson's vision isn't really as justified as many of the defender's make it out to be. Also the slow-mo race was way different than other SW silliness, because it was the cornerstone of the really the entire plot. Everything had to be justified in relationship to it. The more I look at it, the more all the writing around it feels contrived. I'm also annoyed how they handled the issue of Rey's parents. Far too many loose threads established in the first film where tied off in the most flippant way. Some of the best parts of TFA that where original, got shelved because Rian Johnson had to shape the film in his vision. JJ really is our only hope.
  3. TLJ certainly had some great elements. Mostly related to Rey & Luke and Rey & Kylo. Getting to see new force powers is always compelling. It has some serious faults though.
  4. Isn't CR just a fun side-project. These people have worked in professional environments where their job is to portray someone else's character. Which is different than playing their own character sheet.
  5. I've had a feeling this past week that they are all out and we've simply missed them. The other case is they still have a few more to drop, but there are a few perniciously hidden codes that may take a lot of effort to search out.
  6. I'd imagine it depends on whether Take-Two is attending. Since Private Division is the publisher.
  7. Indie has two meanings: Independently Published. In the style that Independently Published material tends to. Supergiant Games are the later not the former, Pillars is the former. Not only is this dual usage found in the games world, it's found in the music and movie world. So it's pretty well established even if people from all over still argue it can only have one of those two meanings. If meanings is too strong of a way to put it, then it has two connotations.
  8. Other than the eyelets, not much is a callback to the PS brand. The Logo is cheating.
  9. I'm glad they went full-VO because that has the potential to capture a larger audience that isn't inclined to read a lot of dialogue. Some people don't play games to read (I'll never understand, but I hear they're the majority.) My Suggestions: If I can at least toggle VO with a hotkey, instead of digging through menus, I'd be partially-satisfied. I'd be even more happy if we got some more refined options. Like turn-off VO when skipping dialogue early, turn back-on at the start of every conversation. Another option to prevent lines from playing if they are being repeated would be nice as well.
  10. Most every game I played has a seperate audio slider for voice/music/effects, so I'd be surprised if they didn't do that here. Yeah, that's always a fall back. But I do want some VO. I wouldn't mind having a setting though we're you can quickly toggle off VO within a dialogue scenario, but then it's back for the next conversation without you having to turn it back on. Another option is that the VO could turnoff if you try to skip forward. I'd like both options, but my preference is the first one. Basically a hotkey to toggle it, and a setting that always resets VO to be on at the end of a dialogue sequence.
  11. https://twitter.com/RLeeErmey/status/985651917870202883 RIP
  12. I think I'd like an option to toggle VO. Maybe VO is on by default at the start of a conversation, but then I can turn it off once I've gotten the first few lines. At some point I'd rather just read at my own pace, which I find far more engaging after I have a character's voice in my head. I wonder where I should float this suggestion. I'd like to not have to completely disable it, but somehow dial it back.
  13. https://www.rferl.org/a/ukraine-announces-plans-to-quit-cis-terminate-parts-of-friendship-treaty-with-russia/29161689.html Ukraine Announces Plans To Quit CIS, Terminate Parts Of Russia Friendship Treaty
  14. What’s wrong with single story arcs? As long as they are in the same system/game world they could easily be completely fulfilling. You'll find I argued they are fine as long as certain efforts are made, just as you've done.
  15. I think the most important thing when developing sequels is to maintain character continuity, and stay consistent with the established canon. Otherwise games can be a single story arc in a series of relatively independent stories.
  16. I think it's usually best to keep the plot related the what's been established. Because either people play the game for the story (obviously for other things as well) or they play it for the experience. If you make the story too self-contained you can lose some older fans. The other fans may drop in and out depending on if the gameplay looks fun enough. MGS is a good series that kept people around based on the crazy stories, but also had a highly compelling experience for people looking to jump into the middle of a series. TW1 just had small enough of a player base that it didn't make sense, but Pillars will probably retain a lot of it's older audience. In the later cases continuity is a supreme consideration for the designers.
×
×
  • Create New...