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Huh. Finished the game - took 17 hours. Was anticipating it to be... longer. Granted, I did have an event where I got injured and time skipped 2 or 3 days. I'm guessing that's avoidable... Oh well, at least I got a happy ending.
Guess I'll start a new run in a few days and see how much I missed.
Because it's Commie dog shit. I had it on my wishlist for 3 years, removed it, never going to play it.
He is in NO WAY a critique on Communism as an ideal.
He is a critique on the horrors of war and is a stubborn old dog, refusing to let go of the past.
He is simply another example of a Communist doing it "the wrong way". I got news for you, 'real' Communists did not like Stalin. Because "'real' Communism hasn't been tried yet" brah.
None of the characters are intended to be a critique of anything. They’re just characters. But it’s silly to claim that this game is communist agitprop when the only self-avowed communist NPC is that guy.
Disco gives you the choice to play as a communist. If you don’t take that choice, there really isn’t that much communist inflected content in it. It sounds like you watched a let’s play where someone clicked all the communist dialogue options. That’s not the whole game, it’s one guy’s playthrough. If he’d chosen to pick all the libertarian dialogue options, it would’ve come off as a game obsessed with free markets.
And, again, the game really DOES NOT lionize you for going all in on communism. Instead, it treats you like Don Quixote.
Because it's Commie dog shit. I had it on my wishlist for 3 years, removed it, never going to play it.
He is in NO WAY a critique on Communism as an ideal.
He is a critique on the horrors of war and is a stubborn old dog, refusing to let go of the past.
He is simply another example of a Communist doing it "the wrong way". I got news for you, 'real' Communists did not like Stalin. Because "'real' Communism hasn't been tried yet" brah.
None of the characters are intended to be a critique of anything. They’re just characters. But it’s silly to claim that this game is communist agitprop when the only self-avowed communist NPC is that guy.
Disco gives you the choice to play as a communist. If you don’t take that choice, there really isn’t that much communist inflected content in it. It sounds like you watched a let’s play where someone clicked all the communist dialogue options. That’s not the whole game, it’s one guy’s playthrough. If he’d chosen to pick all the libertarian dialogue options, it would’ve come off as a game obsessed with free markets.
And, again, the game really DOES NOT lionize you for going all in on communism. Instead, it treats you like Don Quixote.
Finished the game, think I got a good ending so that's nice
Wondering about which kind of character to go next
Also have some spoiler-y question:
There was no moment in the game where I got a flashback sequences about Du Bois's woman leaving him, like it showed in the trailer for the game, did anyone get that and how?
Finished the game, think I got a good ending so that's nice
Wondering about which kind of character to go next
Also have some spoiler-y question:
There was no moment in the game where I got a flashback sequences about Du Bois's woman leaving him, like it showed in the trailer for the game, did anyone get that and how?
I wouldn't call it a PST clone, more like the natural evolution of it
I really want MCA to play the game and see what he thinks about it. After playing DE, you feel like combat was a straitjacket when coming back to PST, and it would have been better without and instead replaced them with the dynamic interior discussions of DE
I meant it falls under the same category(text-heavy, story-focused RPG), which is a very niche type of game within an already niche genre(redding is teh hard for the vast majority of players).
Yeah, combat is not missed here at all, in fact it feels like it wouldn't fit here. I'm okay with most combat in PS:T though, even if thugs are trash mobs it fit the setting right imo.
Yeah, combat is not missed here at all, in fact it feels like it wouldn't fit here. I'm okay with most combat in PS:T though, even if thugs are trash mobs it fit the setting right imo.
I get that, a D&D game without combat would have been odd, I just feel like, imagine a young MCA had played DE and then designed PST, the game would probably have been even more mindblowing
Yeah, combat is not missed here at all, in fact it feels like it wouldn't fit here. I'm okay with most combat in PS:T though, even if thugs are trash mobs it fit the setting right imo.
I get that, a D&D game without combat would have been odd, I just feel like, imagine a young MCA had played DE and then designed PST, the game would probably have been even more mindblowing
I agree in principal, even though I don't feel you could get more mindblowing than PS:T. But PS:T with tactical dialogue-based combat would have been phenomenal.
Conu attacks you with Skinhead Machete +1.
Conu hits you! for 6 damage.
You attack Conu with Kim's handkerchief.
Critical miss!
You take 3 damage.
You fall unconscious!
...
...
..
You wake up in the dumpster next to a skull.
Sadly, it does not speak.
I thought the lack of tactical combat in this game was going to bother me way more than it actually does. It's hard to tell from screenshots and gameplay videos, but the dialogues really do keep you engaged with a continued feeling of "playing" rather than just the reading and clicking it looks like. I do wish there was a little more exploration and environment interactivity in between, but there is still a fair amount and I really enjoy the pace of the game. Again, if I had held off on buying this and just watched videos, I never would have understood what exactly was so fun about the game. I would have gotten how it's interesting and unique, but that actual impact of fun wouldn't have translated through a passive viewing experience.
It's really such a unique game that it kind of has to be played to be understood. I'd urge anyone at least slightly interested to try the first couple hours within the refund window on steam, or "demo" it (then of course buy it if you intend to play the whole thing).
That being said, a game like this with well thought-out encounters and tactical combat would be absolutely GOD tier. Hope we get to see that from ZA/UM someday.
Another question, and Im off to finally finish the bloody work, so I can finally play this.
I also have a bad case of munchkinism + OCD, but I think im gonna manage and play this the right way. But, skimming through the thread I heard theres a thought that allows you to increase your perception limit, somewhere near the start of the game. Is that thought easy to miss? Any non-spoilery tips on how to get it asap?
I also decided my build is gonna be 5-4-1-2 or 5-4-2-1 depending on whether Im gonna mark endurance or perception on the start. Which one of those would you recommend? Does marking perception even make sense if i take the before mentioned thought?
Why don't you just play a guy whose life is on the rocks and everything has a chance of going wrong? Why do you care that you get 18 oodles of content as opposed to 19? The less you treat it as a minmaxing game, the more you'll get out of it. Are you playing the game to maximise the sheer quantity of lines on a computer screen you will see, or are you playing to have a cohesive, well-paced experience? I also like minmaxing, but if I wanted to datamine traits, build a spreadsheet and reload 18 times to get the right build, I would play a combat-heavy party RPG with a robust system.
To be fair, how many people do you think want to play as a total looser and just go with whatever happens in their escapist fantasy game? They have reality for that already.