Heroic Liberator
Arcane
- Joined
- Oct 2, 2018
- Messages
- 19,617
Do you lads prefer to distribute early skill points evenly among a large number of skills or do you invest in the same 1-2 ones at successive level ups?
Kim isactually a girl. If you raise the affection points enough, this is revealed. Remember all the little hints about changing name etc.?
Do you lads prefer to distribute early skill points evenly among a large number of skills or do you invest in the same 1-2 ones at successive level ups?
It genuinely angers me how amateurishly it railroads you into not finding out the sniper's hideout by yourself. Not only the place for checking the boardwalk hideout is fucked (seriously, you can't check the top of it, but an underground bunker, as vital to the later scene it is, is the last place anyone would think a sniper shot could've come from), but you can't even go check the last potential place for the shot to be made from. It wouldn't be that bad if there was a decent explanation as to why you can't, but Joyce has a yacht RIGHT THERE that she uses to cross that little straight. The hard trigger for the tribunal being finding Ruby and not the passage of time is also a big "Why?" for me. Klaasje figuring out the shot came from the island and explicitly marking the way for you is an ultimate kick in the nuts.
Even a fanboy characterized it as a "visual novel" (as opposed to a comic book).This game is amazingly well-written, yet the disappointment keeps swelling in me. I bought into the advertising and the shill brigade promises hook, line and sinker, while the actual game doesn't really resemble them. It's small, real small, a focused thing, not even approaching the 60 hours figure thrown around by the developers or the amount of different locations PS:T had (also their words). I wouldn't have expected more if they'd gone and said: "Yes, this is going to be focused in one small district", but they didn't. What it's also not is a good detective game.
It genuinely angers me how amateurishly it railroads you into not finding out the sniper's hideout by yourself. Not only the place for checking the boardwalk hideout is fucked (seriously, you can't check the top of it, but an underground bunker, as vital to the later scene it is, is the last place anyone would think a sniper shot could've come from), but you can't even go check the last potential place for the shot to be made from. It wouldn't be that bad if there was a decent explanation as to why you can't, but Joyce has a yacht RIGHT THERE that she uses to cross that little straight. The hard trigger for the tribunal being finding Ruby and not the passage of time is also a big "Why?" for me. Klaasje figuring out the shot came from the island and explicitly marking the way for you is an ultimate kick in the nuts.
Which is not to say I didn't like the game. Phys+Psyche playthrough with a lot of Shivers and Inland Empire is very interesting to say the least, and makes the final confrontation better, but I can't help but wonder how much better the main quest could've been if it wasn't like this.
Valid point.This game is amazingly well-written, yet the disappointment keeps swelling in me. I bought into the advertising and the shill brigade promises hook, line and sinker, while the actual game doesn't really resemble them. It's small, real small, a focused thing, not even approaching the 60 hours figure thrown around by the developers or the amount of different locations PS:T had (also their words). I wouldn't have expected more if they'd gone and said: "Yes, this is going to be focused in one small district", but they didn't. What it's also not is a good detective game.
Show Spoiler It genuinely angers me how amateurishly it railroads you into not finding out the sniper's hideout by yourself. Not only the place for checking the boardwalk hideout is fucked (seriously, you can't check the top of it, but an underground bunker, as vital to the later scene it is, is the last place anyone would think a sniper shot could've come from), but you can't even go check the last potential place for the shot to be made from. It wouldn't be that bad if there was a decent explanation as to why you can't, but Joyce has a yacht RIGHT THERE that she uses to cross that little straight. The hard trigger for the tribunal being finding Ruby and not the passage of time is also a big "Why?" for me. Klaasje figuring out the shot came from the island and explicitly marking the way for you is an ultimate kick in the nuts.
Which is not to say I didn't like the game. Phys+Psyche playthrough with a lot of Shivers and Inland Empire is very interesting to say the least, and makes the final confrontation better, but I can't help but wonder how much better the main quest could've been if it wasn't like this.
Say sike. There's no fucking way...Kim isactually a girl. If you raise the affection points enough, this is revealed. Remember all the little hints about changing name etc.?
Remember how he reacts when you tell him that your decision-making has been compromised by the pussay? Not affected by young girls, eh?
True.
Love.
Ending.
Do you lads prefer to distribute early skill points evenly among a large number of skills or do you invest in the same 1-2 ones at successive level ups?
I was going to comment on this as well, but the fact is that the game would be pretty anticlimatic if they let you just sail over.
has anyone managed to
get a different outcome at the mercenary tribunal with hardies crew not dying?
is it even possible? :D
Very curious about the above as well.
has anyone managed to
get a different outcome at the mercenary tribunal with hardies crew not dying?
is it even possible? :DVery curious about the above as well.I'm gonna replay the game with very high Motorics, and I'm gonna metagame some of my actions (namely reaction speed and hand eye coordination) to see whether or not it'll effect anything. If you can dodge all the bullets and shoot them dead, it should be fine, right? At the end it's implied that you can avoid all the death.
has anyone managed to
get a different outcome at the mercenary tribunal with hardies crew not dying?
is it even possible? :DVery curious about the above as well.I'm gonna replay the game with very high Motorics, and I'm gonna metagame some of my actions (namely reaction speed and hand eye coordination) to see whether or not it'll effect anything. If you can dodge all the bullets and shoot them dead, it should be fine, right? At the end it's implied that you can avoid all the death.
The second Reaction Speed check is impossible to succeed (when the "scab leader" shoots you in retaliation, that is.) However, I do know of two factors that might influence things:
1. You can apparently set the "scab leader" on fire by turning the medicinal spirit into a fucking molotov cocktail.
2. You can apparently shrug off the shot if you have the net-picker's sword (which you get from going on a date with her) equipped during the shootout
It's an alright clickable comic book thing with phony baloney choices.Man, I really wanted to like this game, but then I realized - shit! - that it actually belongs to arbitrary linguistic category x instead of arbitrary category y. Oh, god, the horror.
Harry ascended to a higher plane of existence with shivers and copious amounts of speed. This whole sequence was amazing and makes me wish it let me reroll my Harry mid-game for a life-changing moment. Fuck that was good. FUCK.
When discussing Moralintern's symbol with Kitsuragi your skills start telling you what they see when they look at the symbol. For instance, Inland Empire says 'Something ominous'.
What does Shivers say?
I haven't seen/heard of Moralintern's symbol, or if I have I've forgotten it. What day does that show up? I'm still in day 3 with Harry "Erich Zann" Du Bois.Harry ascended to a higher plane of existence with shivers and copious amounts of speed. This whole sequence was amazing and makes me wish it let me reroll my Harry mid-game for a life-changing moment. Fuck that was good. FUCK.
When discussing Moralintern's symbol with Kitsuragi your skills start telling you what they see when they look at the symbol. For instance, Inland Empire says 'Something ominous'.
What does Shivers say?
Guess I completely missed it then, since I don't remember that even being mentioned or it just flew out of my mind.The balcony chat at the end of day one.
I guess to do better than that you would need to avoid the 3% shot. It's mathematically possible, or game lies.Regarding the Hardie boys, at my "best" playthrough so farBut I'll definitely keep in mind to check and see if you can do better than that.only 3 of them die during the shoot-out, and the leader who survived seems pretty glad about that outcome when you come round 2 days later.
Should spoiler this tbh. Regardless, would be nice to get developer confirmation. Would be a damn shame if the game is lying KasparovI guess to do better than that you would need to avoid the 3% shot. It's mathematically possible, or game lies.