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Keldulas
Mar 18, 2009
Man this game is massive uncanny valley with everything, but especially when you have to rescue people. It's just so.... off when you're escorting people.

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Keldulas
Mar 18, 2009
Honestly I don't think it's character growth. There's been a lot of periods throughout where people say things and he doesn't say something all the time, just nods. If anything I think there's some repeated levels between characters and not all the characters have a voice-acted response for everything due to that retreading.

Given the 3 character thing, will you be showing off any of those SelenicMartian? I'm vaguely curious about differences, but I'd totally understand if you don't do it since this game is so padded with meaningless crap. Somewhat curious about Max=Broderick since he kind of disappears in Scott's story.

Keldulas
Mar 18, 2009
Honestly the biggest timesink seems to be managing the NPCs. So if he burns every NPC as soon as possible, game would probably zip by really quickly. I'm legitimately interested in seeing just how much faster the vids are when he's just burning everyone alive.

Edit: Plus there has to be a catharsis factor given how annoying it is to manage them.

Keldulas
Mar 18, 2009
My blind guess as to the endings is at least partial reliance on # of people saved. Like I'd be really surprised if there weren't different endings for saving everyone and saving no one. Other than people saved, the only other variable I can see is the timer on the building burning down. Like I'd bet pretty hard that each character has a 'they ran out of time on the timer ending' and the building burnt down before they were complete.

Keldulas
Mar 18, 2009
That was an amazing encounter.

.... Why did they ship it like that.

Edit: I shouldn't post before I finish watching the video. But I do have to comment on their amazing subtitling work here.

Keldulas fucked around with this message at 00:44 on Sep 30, 2017

Keldulas
Mar 18, 2009
I'm really curious as to what'll happen if you go and get Scott killed during one of the periods where you are controlling Douglas in Scott's campaign. Maybe you can accomplish the poetic justice of Scott being the only one to die due to his deathtrap design!

Keldulas
Mar 18, 2009
I love how much of a mess the story is, for being the person who is the primary reason Scott is running around the building like this, Yuu disappearing completely from the finale is just wonderful.

There are also touches I genuinelly like, what with the stat carry-over between runs. Granted, the execution is kind of hosed considering that base level door kicking does not seem to change at all, and the 3 protags just having different power for kicking down the doors at base level means that stat is completely pointless. Plus I didn't really notice whether Scott actually runs any faster from the beginning to now. So with 1 (maybe 2) stats being completely pointless that falls flat. Though it also falls flat since it assumes that the game actually has replayability for that to make a difference....

Oh well. Looking forward to at least seeing the most disconnected side of the story.

Keldulas
Mar 18, 2009
Wow 40 seconds in and I already have something to comment on. Good choice on the angle where you don't really see the wheels. Points off for the car blatantly clipping through that pillar on its left.

The beginning conversation is actually sort of fun though. I'd guess different writers because this actually feels like people with a pre-existing close relationship, not just.... whatever Scott and Yuu are up to.
Those ginormous loading pauses in the party hall almost makes it seem like they're just splicing in parts from Scott's prologue, and that it takes forever to load up Max's specific differences.

You're immensely enjoying Max's mighty foot. gently caress all the doors! Though I'm just going UGH at the fact that the levels are all the same. It sort of makes sense in the limited resources sense, it already looks like they had to cut way more than they wanted. It's just kind of lame is all.

Keldulas
Mar 18, 2009
I kind of respect the game for acknowledging people dying in the objectives and the dialogue. Explains to me why Scott/Max have the same campaign since they're mostly secondary to the part of actually fighting fires. Though given that a decent amount of the campaign is 'go get Douglas's help' I'm wondering if his campaign is the most different to everyone else's. Kind of disappointed that Max's campaign is basically Scott's campaign though but it makes sense. It also means that actually trying to get the endings would be torture with how utterly repetitive it'd get.

Edit: I figure when Rose died, the point was still to get someone's help to get Gou out. Rose is just extra on that.

Keldulas
Mar 18, 2009
That is a point BlazeDragon, and you probably won't like the next chapter with the children. I, however, am really looking forward to the Greed chapter cause christ both those characters are aggressively terrible.

Also I'm going to keep a tally of the number of times the murder policy cut out an excessive backtracking journey cause it interests me.

- Mr. Clayton being dead means Sean doesn't get trapped by a collapsing ceiling and you don't need to go get Douglas

- Both nameless NPCs cut short their journey since they were padding

So 3 times in 2 chapters. Nice

Keldulas
Mar 18, 2009
I'm surprised that you have to actively leave to get a child killed rather than Donna just falling by doing the wrong rescue order because, well, she's hanging by her hands.

I suspect that the most dialogue changes are when you partially lose people. They likely have reactions, but it's likely to be more from the other people in the mission. The lines from the main characters are probably going to be sparse in that regard because they'd have to record it for each of the 3 protags in a lot of the chapters, so they just... didn't in a lot of cases. That utter silence at the end of most of the missions is pretty telling.

Game didn't let you save any backtracking this time though. Oh well.

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Keldulas
Mar 18, 2009
I actually felt really bad when Sarah died. That is an absolutely spiteful scripted death. Though I was surprised that Smantha wasn't the one to die from that.

OH GOD Douglas's prologue. I actually liked Douglas's conversation, but his underlings.... that dialogue is just AWFUL.

Gameplay starts out hilariously. I do like how the utter flaws in the AI get immediately shown with Rose doing absolutely nothing. Anyone who chooses the obvious protagonist first if they're actually trying to put out fires gets a face full of immediate disappointment.

The hard difficulty actually looks like it makes the gameplay has gameplay challenge, but even as just a spectator the controls look hideously laborious. So it's just eh...... The way the game does the branching endings actually feels really intelligent though. It's funny how I think that means everyone's 'save everyone' run would probably end up bland as poo poo though, if Scott's is any indication. I think the branching endings probably removed a lot of resources out of actual gameplay though, so it's probably not a worthwhile trade.

So from what we know, Ending 1 is save everyone, Ending 2-3 is probably save a mix, Ending 4 is directly lose your main character, Ending 5 is don't encounter them at all.... but then what the hell is Ending 6? Save no one BUT your main?

Thanks for running for this SelenicMartian. As you said, the game really does have a lot of interesting qualities, but it kind of utterly fails as an actual game so I can't blame you for not wanting to do any more of it.

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