Duraframe300
Arcane
- Joined
- Dec 21, 2010
- Messages
- 6,395
Pre-Load is now available on Steam.
I already shot my load.Pre-Load is now available on Steam.
ds3 was actually fun for a console hack'n slash and bug free, soz was excellent oldschool fun with modern updates like a shitton of skill/religion/feats/class/whatever checks, motb was just sweet, especially the ultimate evil path, new vegas was good and managed to bring some fallout 2 vibe back after fallout 3, alpha protocol wasn't much of a game but as a concept demo for the c&c stuff it was pretty darn amazing.Going to buy on the first day despite being disappointed with Obsidian.
Was thinking of posting a some guy sucking a fat penis, but didn't want to go through the trouble. Just visualize it and you get the point I'm getting at.ds3 was actually fun for a console hack'n slash and bug free, soz was excellent oldschool fun with modern updates like a shitton of skill/religion/feats/class/whatever checks, motb was just sweet, especially the ultimate evil path, new vegas was good and managed to bring some fallout 2 vibe back after fallout 3, alpha protocol wasn't much of a game but as a concept demo for the c&c stuff it was pretty darn amazing.Going to buy on the first day despite being disappointed with Obsidian.
what exactly is there to be disappointed about?
if you're too lazy to post actual counters, i'm too lazy to visualize some dick-sucking guy.Was thinking of posting a some guy sucking a fat penis, but didn't want to go through the trouble. Just visualize it and you get the point I'm getting at.
According to a Something Awful poster who used to be a producer on this game, Stick of Truth is going to be basically completely linear. No branching paths, dialogue or quests, nothing like that. Apparently, none of the Obsidian's strengths are being played to by this game. To my question as to why that is so, he replied that he didn't really know but (I quote) "my guess would be that in order to really make the best/funniest story, you need to sort of have foreknowledge of what the player has already done, and branching paths that a player will only see one of might be considered "wasted" paths by traditional movie/TV storytellers. "
On the other hand, that same guy also says the game is tons of fun and pretty lengthy, so it is very likely that it'll work pretty well as an interactive South Park episode - which is supposed to be its goal in the first place.
Take all the above with a grain of salt, of course. Obviously that's just one guy's perspective which may miss other ways in which the "Obsidian touch" might have influenced the game.
Having branching stuff/non-linear quest solutions and having sidequests aren't the same thing. That guy was talking about the game not having an ounce of the former, but that doesn't exclude that "there are sidequests and the town opens up a bit".
I'm okay with a linear game as long as it's good. It's just a bit disappointing (if true) that it doesn't have any branching at all, 'cause that's Obsidian's main strength.
I also don't think he meant the game is very long either. Just that it isn't as short as some people may make it out to be.
Thomas: As a designer, for me, the most special qualities of the game are that there are moments where the game is strictly reacting things that you might do, kind of contingent humor. Where you chose to do this thing, but not every player will ever find that location, let alone ask themselves, "I wonder if I can…?" "What if I fart on this person, at this time," when it's supposed to be super dramatic, and everyone's supposed to be taking the moment seriously.
Matt especially ran a high-pressure writers room, intended to generate meaningfully funny responses to all those things. A lot of other people - bluntly, people that come out of linear media - would not have even bothered. They would have said, "eh, not my thing. I'm going to stick to structure, because that's what I care about." But, reactivity; there aren’t many games that have gone there. There are old LucasArts adventure games where there are a few cases where experimental play turns into a punch line, but you didn’t have a lot of tools to experiment with. This game has a full suite of action tools, and growth choices, like which class you're playing effects some of these jokes. That's why I was attracted to the project, because they were willing to say, "yeah, okay, there's going to be this narcissistic tornado in the middle of all of our jokes, and we're going to account for that."
Obsidian once again pioneers and innovates in the field of choice & consequence and reactivity in RPG's. Incredible.