Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Perhaps a hamster
Jun 15, 2010


I appreciate the task names in this game so much. Finally, an RPG with true-to-life goals.



Also, noticed that inventory has a category called "Pawnables", something that should really be standard for all games with inventories. Weird to think I've absorbed so much info about this game over the years and have yet to see anything I dislike.

Adbot
ADBOT LOVES YOU

Perhaps a hamster
Jun 15, 2010


Here's some quotes re. game politics so everyone knows what they're getting into:

Jumpdashroll interview article posted:

The game also refuses to pull punches in the lengths to which players can roleplay. You can make your detective become a racist, a lecher, or side with a homophobic NPC, and then you can follow through with those choices in the game. Yet the reason some players are likely to feel uncomfortable is because of the realism in the writing rather than the overarching themes. Characters in other games over the years have been allowed to portray racist values or actions but the difference is that the races are, for example, elves, or dwarves, or the Geth. Something a little closer to home is likely to have a far deeper impact on players, but Kurvitz assures us that making repugnant choices will have consequences for the character as well. Each decision needs to be actively pursued by the player; nothing is thrust upon them. If you want to ignore rather than engage with unpalatable NPCs, you absolutely can do. Kurvitz is keen to point out that writing for a racist character doesn’t make either the writers or the player racist — the game is simply providing the freedom to follow their character down a rabbit hole and suffer the consequences. In a perverse way, the game may actually be providing a sandbox for handling uncomfortable situations and in doing so educating players on what is and isn’t acceptable in today’s society. Not everyone is going to like it, but as Kurvitz says, unless they are determined to shape their protagonist in that manner they aren’t even going to see the content they deem “too risqué” for their tastes.

Robert Kurvitz posted:

“I can’t write without writing political jokes,” Kurvitz comments. “Politics is so alive with tension and language. As a writer, I’m drawn to interesting worlds and people interacting with each other, and there was no other way than to make it political. The game is set in a modern world. <...> A world without politics is a hollow world. But my suggestion to video game developers would be to not do it. You get into poo poo with politics; there’s almost no upside. I would have liked not to talk about these things head-on because they take so much playtesting and writing not to gently caress it up. If you go into it and you don’t know what you’re doing, you’re not going to come out well.”

I mean, I don't know to what degree of success it'll end up being handled overall, and how deservedly or non-deservedly controversial the entire thing will turn out to be, but they definitely have put thought into it. Also, in response to whether studio's Estonian roots played a part in protagonist being an underdog rather than a Chosen One:

Robert Kurvitz posted:

“For me, definitely,” he nods. “The global culture is an empire culture. This is a culture made by winners on boats who sailed to new worlds and then committed genocide. I come from a lineage of serfs — which is a nicer word for slaves — who were freed ten years before the American slaves. My experience of western capitalism comes after the fall of the Soviet Union, which was a really, really bad time for people in eastern Europe in the 90s, whichever way you slice it. So, I never felt like a piece that fit into the western scene, I felt like I was more of a Soviet person for some reason. So naturally, I wasn’t going to make a game where I stepped into ceramic armour with a FAL automatic rifle and win. I was going to make one where you’re heartbroken and fighting against yourself and the world.”

I'm of the same age as he and come from a similar background (growing up in Eastern Europe in the 90s), and not gonna lie, this hit me hard, 'cause what he says about his perspective on western vs Soviet identity divide, not being part of the "empire culture" etc. is dead-on how I've felt all my life (though it probably doesn't help that I spent over a decade living in what is now Brexit Britain) and it's not something I hear explored much, if at all, in English-speaking media where most Eastern European representation is still at the level of "lol Boris" and other Cold War Russian-related jokes.

Which tbf is also why, though I get where the "oh, yet another white dude protagonist" complaints are coming from, I feel they're kinda dismissive and missing the forest for the trees in this case, because even all the game-y reasons why implementing protagonist customization would be trickier and more resource-consuming here than in most other RPGs aside, it's not as if the market is flooded with games that are written from Eastern European perspective without trying to mold it into something westernized. I mean, even Witcher, despite being deeply steeped in Polish aesthetics and folklore, is a fairly straightforward low fantasy palatable to the west.

Edit: Lol, sorry, SlightlyMad - hope this isn't too much of making GBS threads thread with politics - just thought it'd be nice to have some actual quotes for full disclosure of what the game aims to do and is about, and pre-emptively give people who are not into it time to bail before it actually comes out.

Perhaps a hamster fucked around with this message at 11:13 on Oct 2, 2019

Perhaps a hamster
Jun 15, 2010


CottonWolf posted:

I have no idea if your Estonian, but have you read his novel? I suspect it'll give us a good idea how they're going to handle these things, but obviously, reading a book only currently available in Estonian is pretty tricky for most of us!
Nah, Lithuanian, which unfortunately is a completely different language family. Book's English translation was finished couple years back according to one of the old interviews, so must be in final proofing/editing stages by now, but they've been holding off the release due to not wanting to spoil much about the world before the game comes out, IIRC. Although that obviously doesn't help if you wanted to check out the writing before playing the game.

Unrelated, here's some non-political stuff that makes me excited for the game:



Look at it. It tells you the location of every repeatable skill check you tried/failed/came across, whether you can redo it and, if not, which skill to increase if so. How user-friendly of an idea is this?

Perhaps a hamster
Jun 15, 2010


SelenicMartian posted:

Watch the main character put religion into his though cabinet and start a heresy.



Robert Kurvitz posted:

We accommodate for every stupid little thing that you wanna do.

Perhaps a hamster
Jun 15, 2010


Pwnstar posted:

I hope you can go full into exploring hidden mysteries and just kinda solve the main case incidentally while you are trying to figure out what secrets the buildings are keeping from you.
You can also fail solving the case entirely. Game has multiple endings.

Freaking Crumbum posted:

maybe in the actual game it will give you very clear indication of the potential results of your decisions "hey dummy you're increasing your loquaciousness by another point, this will make it so your character is unable to respond to a question in fewer than four lines of dialogue; also you won't be able to resist opportunities to be cruel to animals". but if not, it's going to be frustrating for me because it'll feel like i'm losing my agency to influence the outcome of the story
I mean, the actual tagline of DE is "role playing game about being a total failure", and wrestling with/learning to control your inner demons (skills) is a major theme, so yeah, you will at times feel like you're losing agency and will have to find ways to work around it. Though at least with negative thoughts you can choose to forget them, and with skills, I'd imagine that by the time you get into high numbers, you will have seen them enough to have a reasonable idea of what they're about and how they'd affect you; also, some skills keep other skills in check, so balancing them looks to be more like solving a puzzle rather than "Skill too high = you're dead" thing. The way they intend to make failures engaging is to have them result in new stories/content that you wouldn't otherwise see and opening up new branches instead of just giving you a failure state.

Perhaps a hamster
Jun 15, 2010


The white skill checks that you fail at can be retried again after you put a point in that skill or (I think) increase it in some other way, like via clothing/drugs. The map helpfully tells you where they all are and whether you can retry them yet.

The red skill checks are the ones that you can try only once and result in branching if you fail.

Perhaps a hamster
Jun 15, 2010


Hogama posted:

Also successful checks you choose to make aren't necessarily amazing outcomes anyway
Lol. Reminds me of this, from an old interview:

Robert Kurvitz posted:

Sometimes it's best not to succeed a hand-eye coordination roll when you're aiming at a child with a gun, for example. I'm not saying this happens in No Truce With the Furies, but it happens in No Truce With the Furies.

Gonna have to bow out of this thread and enter a self-induced media blackout to anything related to DE soon. Been following this game for like three years, so of course now that it decides to suddenly drop I'm not gonna have neither time nor money to play it, and I've already exhausted all relatively non-spoilery info.

SlightlyMad posted:

The devs are considering a bigger sequel and possible expansion with both male and female protagonists, if they get an opportunity to make it.

Would take them a decade though, seeing as they were making this one for five years, plus about fifteen years more of worldbuilding beforehand. Not that it wouldn't be worth the wait.

Perhaps a hamster
Jun 15, 2010


frajaq posted:

gonna go Hard Mode from the start and go high Physique

If you wanna do Hard Mode, don't put anything into Physique and try going through the game with 1 hitpoint.

ETA: For Insane Mode, don't put any points into anything and start the game with 1/1/1/1 spread. (Yes, the game allows you to do this).

Perhaps a hamster fucked around with this message at 22:45 on Oct 6, 2019

Perhaps a hamster
Jun 15, 2010


^^IIRC from devblogs the clock is more so for immersion and some gameplay mechanics - like, you have to scrounge up money to pay rent each day before sundown to have a place to sleep and suchlike. You can sleep any time after 9:00pm and sleeping replenishes your health/morale. Also, some NPCs change where they're at or might only be accessible/inaccessible altogether at certain times. P.sure main quest is not timed, though some side events and quests are.^^

Cohh chose to make a character with 1 hitpoint in health and 1 hitpoint in morale. He's gonna die on the first day.

Perhaps a hamster fucked around with this message at 14:06 on Oct 8, 2019

Perhaps a hamster
Jun 15, 2010


Hahahaha.

ETA: And now he kills himself again by trying and failing to punch a child.

Perhaps a hamster
Jun 15, 2010


ZZZorcerer posted:

Day cycle repeating sounds good, as long as in timed side events/quests the timer starts as soon as you start the quest, I'm ok with it.

I think it's less "you have this amount of time to complete the task" and more, "this only happens from Day 3 onwards" type thing, though might be wrong on that point. BTW time only moves when you click on choosing a response or "Continue" when in dialogue, click to look at hotspots etc.,and sleep. It stays still when you walk or wander around looking at pretty graphics as long as you don't click on anything. Also, internalizing thoughts takes time too.

Perhaps a hamster
Jun 15, 2010


Watching that Cohh stream further it looks like as long as you have healing items, if you take damage it automatically uses up a healing item from the inventory instead of outright killing you, which is a pretty neat compromise.

Perhaps a hamster
Jun 15, 2010


Holy poo poo, the opening of that newest devblog is not pulling any punches, and is extremely my jam:

quote:

When middle class people talk about foreign places, they like to talk about “contrasts”. Travel magazines, financial journals, regional reports on the news... it's all about those contrasts.

And what they mean by “contrasts” is that most people are pornographically poor while a few are obscenely wealthy. That's what they mean by contrasts.

Definitely spoilery though, yeah. More so than the Day 1 preview videos.

Perhaps a hamster
Jun 15, 2010


Kyle Hyde posted:

Some spoilery stuff I noticed about reactivity:

My favorite long-lasting reactivity bit is from the first room where apparently you can choose to skip the entire mirror sequence altogether, refusing to look at yourself, and as a result wander most/all of the game with that blurry character portrait you start with.

Perhaps a hamster
Jun 15, 2010


That whole spiel was a p.good mix of OTT ridiculous and barely-veiled RL allusions:


Perhaps a hamster
Jun 15, 2010


Schneider Inside Her posted:

I think what grabbed me was that fact that high attributes also have a negative effect. That poo poo cray
I love how transparently, obviously bad some of the advice skills give you is, and yet how tempting at the same time 'cause you just know something hilarious will happen if you do listen. Some of the failed checks benefit you long-term too - in one of the streams the protag failed at attempting to be cool and witty so many times that the NPC started downright pitying him for being such miserable failure, which made them more inclined to help the protag's sad rear end and gave subsequent check a positive bonus. Such a far cry from "Max persuasion, click button to win".

And the way you get to see giant dice light up with "failure", then have to click continue before seeing the result is a perfect little pause to reflect on your decisions and steel yourself for the inevitable cringe that follows. "The words have already left your mouth..." indeed.

Perhaps a hamster
Jun 15, 2010


Kyle Hyde posted:

that kinda thing goes a long way to making it all feel natural, as a previous poster had mentioned.
Yeah, so much this. The other detail that makes it all feel natural is how it takes into account the tone and attitude of your previous conversations with NPCs. Like, when talking to Garte you can ask him, "But what *is* money?", and in some streams he goes, "What are you, a philosopher?" and in others, "What are you, brain-damaged?" and I'm p. sure the difference here depends on how much of a jerk you were/weren't when talking to him in the first convo.

As much as I dislike the "streamers get games way before they come out" thing, this is the game that really benefits from multiple streams to show off all the little permutations and sequence-breaking (not that there is a default sequence to begin with) you can do.

Perhaps a hamster
Jun 15, 2010


Hogama posted:

I mean, I assume the main storyline is always going to follow mostly the same trajectory regardless of how well you investigate,
You can fail to solve the case and there are multiple endings.

Perhaps a hamster
Jun 15, 2010


Hogama posted:

That doesn't preclude the broad "main acts" from progressing in roughly the same sequence for most of the game. At this stage I'm feeling that totally failing the case will be more of a late-game thing with ending implications and not "oh well, guess you couldn't solve the case day 1, here's completely different 60-hour-long B and C-path scenarios for the rest of the game," not least of the reasons being that your partner seems to be there to prod you towards at least seeing the whole thing through, whether you're successful or not. (Though the possibility for at least some extensive side-quest paths to lead to endings of their own shouldn't be ruled out, and/or just running out of time while not actually trying to move the main investigation along) Or to put it another way, existing open world RPGs still generally have a set track for the Story Quest and lots of fluff and side-content to get lost in otherwise. It's already a lot of developmental time and assets to do one "big" story with a lot of variant outcomes.

(If I'm wrong, I'll be gladly wrong.)
Oh yeah, that's fair. You're probably correct about the main acts and overarching story events, whatever they may be. I was thinking more in terms of variation regarding main character's personal storyline and its possible resolutions, because that's something they seemed to be specifically working on based on some interviews and, if properly pulled off, I can it see changing the tones of different playthroughs significantly. A bit like how a bad ending of Witcher 3 retroactively colors everything preceding it in a much different shade than the other two.

But, it's mostly conjecture at this point anyway. I just hope no streamers decide to rush into later parts of the game, 'cause dunno if I'd have enough volition to resist it. Why can't it be Tuesday yet?

ETA: New page? Have some screenshots and a choppy gif ('cause thought cabinet art is the best):



Perhaps a hamster fucked around with this message at 08:05 on Oct 11, 2019

Perhaps a hamster
Jun 15, 2010


Fair Bear Maiden posted:

I don't think the flippant tone is 100% resonating with me,
The flippant bits are the least spoilery and easiest to show off out of context, but the overall tone of the game has enough variety. If you don't mind spoilers (it's for one of the first quests you get, so nothing major), check out the few minutes starting at about 43:10 on this stream (up until the police station bit finishes) for a better indication of how it all works together.

VV Fair enough. VV

Perhaps a hamster fucked around with this message at 10:34 on Oct 11, 2019

Perhaps a hamster
Jun 15, 2010


itry posted:

Inner Broseph Brosephs will egg him on, daring him to do more and more dangerous stunts. :ohdear:

FTFY. Some of the voices in MC's head sound like Internet trolls of varying flavors already, and I'd only watched the previews up to day one.

Perhaps a hamster
Jun 15, 2010


Rhetoric is the best.

Perhaps a hamster
Jun 15, 2010


I wouldn't advise CE for the first run-through as you'd miss all the cool failure options.

In other news, some people have already finished the game and streamers have crossed over into subsequent days. Need my Disco fix, but it's all spoilers central by now. Tomorrow will be very hard :(

(Also, game happens to come out at the exact hour when I start my six-day working week. FML.)

Perhaps a hamster
Jun 15, 2010



On second thought, maxed out stats would probs also result in you being pulled all sorts of crazy directions based on skills' whims, with them overriding each other at every opportunity. So yes, please CE and report back. I can only imagine the result being something like a very unstable Dr. Manhattan.

Perhaps a hamster
Jun 15, 2010


singateco posted:

Reading through old dev blogs because I'm so goddamn excited:


So this is the smaller testbed for their big dream game? And it's 60 hours?

These motherfuckers are insane.
Nah, that was the initial plan. Then they kept developing the idea and it just expanded. So, this is their big dream game now.

Hogama posted:

I haven't yet seen it present, but I'd be surprised if there isn't at least one Thought Cabinet reward that raises Shivers's cap specifically. [/b]"

Correct. It's also one of the very first thoughts you can access, and it raises Shivers cap to... six, I think? It's Hobocop.

Perhaps a hamster
Jun 15, 2010


The only middling preview I've read so far was someone not enjoying it much 'cause they felt overwhelmed, unsure where to go and preferred more "fun" in their games rather than depressing and/or heavier topics.

None of which is a negative for me, so.

Perhaps a hamster
Jun 15, 2010


Azathoth256 posted:

I don't know why so many streamers seem to feel compelled to read everything out loud, especially for text-heavy games.

Maybe 'cause some viewers half-watch/half-listen, and by reading out loud they also don't have to worry about audience's reading speeds? Though it can be painful for a game with a vocabulary like Disco, especially if they stumble upon certain words and then stare at them in silence trying to figure out pronunciations.

That said, it works well enough for people who know what they're doing. I was pleasantly surprised when one of the preview streamers turned out to be legit decent at voice acting and ended up doing fairly spot-on impressions of most in-game voices as he read through, right away from their opening lines. Still wouldn't watch an entire game like that, but then again, I rarely watch streams or LPs anyway.

Perhaps a hamster
Jun 15, 2010


One more review came out (reviewer played through it twice):

quote:

Disco Elysium is indeed “a story-driven isometric role playing game about being a total, irreversible and unmitigated failure“. It is the deeply personal story of our drunkard speed-freak protagonist and the struggle with his inner demons, always within the context of the political-social circumstances of his times. It is one of the best-written RPGs in recent memory. It is a glimpse inside the mind of Hunter S. Thompson, combined with the best script that David Lynch never wrote. It is True Detective’s Rust Cohle, drinking beer and smoking opium with Sherlock Holmes while Twin Peaks’ Dale Cooper is in the next room brewing drat good coffee. Despite being the first title to be produced by the independent developers of ZA/UM Studio, Disco Elysium is undoubtedly an indie masterpiece that will be regarded as one of the benchmarks with which we compare all future endeavours in the isometric RPG genre.

Perhaps a hamster fucked around with this message at 23:20 on Oct 14, 2019

Perhaps a hamster
Jun 15, 2010


Jesus, I'm watching like 7th stream of the same opening scene and just came across some completely new dialogue options. How.

Perhaps a hamster
Jun 15, 2010


Oh look, another review came out.

quote:

So, you might be asking yourself, is there anything even remotely wrong with this game? And to be honest, I can’t really come up with a single negative thing, unless I have to wade down the good old tech issues part. Is that your thing? If it is, then know that I experienced a few soft locks that were solved after saving and then loading that same save file (seemed to be caused by the game getting confused after my detective woke up from a good night’s sleep), and that I also lost the HUD a few times (the solution here implied a full game restart, but no progress loss of any sort, so not a big deal either way). Do keep in mind that these issues might not even be present in the version of the game you get to play, as I was playing an earlier build for review purposes.

Aside from these two very minor tech issues, my time with the game has been pretty much perfect. Disco Elysium is an unforgettable journey that shouldn’t just be experienced by all RPG fans, but by anyone who has ever played a videogame.

Verdict: 10/10 (Excellent)

Perhaps a hamster
Jun 15, 2010


"Minor" is a pretty key word here though I feel, especially in comparison to most other RPG releases that tout heavy branching and C&C as major selling points.

Perhaps a hamster
Jun 15, 2010


Haha, wasn't expecting early release.

Bye everyone, will hide myself from the Internet until I play through this at least twice.

With the meager amounts of time I've got available these days, I should manage by Christmas or so.

Perhaps a hamster
Jun 15, 2010


Okay, so it's only been two days, but I can't stay away from this thread 'cause I've played two in-game days and it's everything I wanted it to be, so I'm bursting to talk about it. Trip report:

Bumbled through most of Day 1 as a useless loser, only to finish it off by suddenly becoming a hypercompetent detective who shot the corpse off a tree, found the real cause of death and fished out the bullet, which gave me instant respect from both Kim and Cuno. Also, Inland Empire is something else:


Spent most of Day 2 investigating side mysteries and bonding with Kim. After he turned in for the night, couldn't sleep so got high on drugs and did another run around town, during which I had an existential convo with a diemaker, and then solved my playthrough's worth of money problems by talking my way into a shipping container.

Only just started Day 3, but meeting my fellow cops in disguise is a promising start already.

Playing with a build of 5 Motorics, 3/3 for mental stats and 1 Physique, with everything Motorics plus Inland Empire, Empathy and Shivers as highest skills. Still only 1 point in Endurance, have yet to die. Composure, Empathy, Reaction Speed and a dash of Rhetoric cracks most people like nobody's business. Even managed to have the entire conversation with Evrart standing up, because gently caress the chair.

The best part about it is, due to how interplay between your skills is presented, it very much feels like everything that's happened and what you managed to achieve so far was the right and the only way to solve things, and the best possible build, despite so many different builds available. Can't wait to eventually replay with different stats and thoughts, and see how the tone of the story and character changes, and if it feels just as right.

And in addition to solid writing in general, characters actually have their own voices and feel like distinct, complex people too. Even the ones that are hardest to like at first glance have more going on with them than it seems. Cuno, when you get him to respect you more and pass his empathy check, is a heartbreaking character, and I haven't fully discovered what's going on with Cunoesse yet, but the info I've got so far is terrifying enough. Garte has more to him than just being a pompous prick if you find out more about what's going on with him and Sylvie, and about how much of a prick your own character had been. And Kim is just a bro, especially when he gives in to your crazier schemes, like tricking the bookstore owner into thinking you're paranormal investigators.

Or,

Been forever since I played something that's so hard to put down. Game has a serious appeal of "just one more mystery" for me.

Perhaps a hamster
Jun 15, 2010


itry posted:

This made me laugh more than it probably should have:



It's just a cropped out of context comment by Conceptualization.

Skill comments are some of the most entertaining writing in game. I don't know if I love it more when they dunk on NPCs, dunk on you, accidentally start working in tandem or entirely lose it due to both you and the world itself being such wrecks. I mean, look at this poo poo (should be out of context enough to not spoil stuff):



I also appreciate how the game is not above squeezing comedy out of everything it can, UI elements included (look at that arrangement of response options):

Perhaps a hamster
Jun 15, 2010


Harrow posted:

I'm having a real hard time committing to what I want to do :ohdear:

I know I'm not going to be gated, I just can't decide what kind of experience I want to have. The skills that sound interesting to me are so spread out that I can't really figure out what to do. I'm into Visual Calculus, Conceptualization, Empathy, Shivers, and Perception and it's hard for me to decide what I feel like would be the most fun for my first run.
My spread is 3/3/1/5 and I have all of those p.high by day two, maybe just Visual Calculus suffers a bit. There are early-game thoughts available that raise your Shivers and Perception cap, and you can easily add a few points to most of the above via clothing as well. So, spreading your favorite skills across stats is perfectly doable, unless you wanna completely max them out.

No matter your spread, Perception is handy for everyone though, as without it you'd straight up miss some points of interest that would trigger follow-up skills.

Perhaps a hamster
Jun 15, 2010


Stabbey_the_Clown posted:

I'm running a INT 4/MOT 4 cop with 2 in both FYS and PYS, signature in Perception. I can persuade the bookseller to let me investigate a curse, but is there anything I can do there with my stats in Spooky Mysterious poo poo so low? I passed through the curtain, but I found nothing of interest in that next area.

Another question: If you spend a skill point to remove a Thought, does that create an empty space in your Thought Cabinet, or do you completely lose the slot and need to spend a skill point to unlock a fresh slot?
Haven't tried removing a thought yet, but p.sure it creates an empty space.

Re. curtains - obvious question, but you have a flashlight equipped, right? Can't think of what else would prevent you finding anything of interest, as your perception should be high enough with that 4 in MOT. How far could you go? Did you open the door further behind the curtains?

EdithUpwards posted:

When's the book coming out in English?

Some time next year.

Hub Cat posted:

You probably can't do that because stats cap the amount of skill points you can put into things.

True, but some thoughts increase caps for specific skills, including one for Shivers very early in the game. Namely, it's Hobocop.

Perhaps a hamster
Jun 15, 2010


Hub Cat posted:

Talk to the guy at the counter in the hostel
Yep, this. Then after the conversation you should be able to choose the relevant option. (Might need to have your partner with you throughout for option to appear, can't quite remember.)

Harrow posted:

Also does it raise the cap on anything else or just Shivers?

Just Shivers, but it also gives you more money collecting bottles, and makes more bottles to appear.

Perhaps a hamster
Jun 15, 2010


Did you talk to him again after Kim joins you? After conversation is concluded you should have one of your skills interrupt and go, "But where is home?"

VV Exactly the same for me. VV

Perhaps a hamster
Jun 15, 2010


Hmm, maybe there was some conversation node you didn't take. Don't think it's locked behind any of the skills.

Either way, I think there are more chances to get that thought. Basically, just keep an eye for "gently caress everything. Hobocop." and suchlike response options.

ETA: Booted up old save out of curiosity - completing the conversation with Garte, prompted blue orb to float around my head, and clicking on that opened the where is home? interaction. Don't know how long it lasts if you don't click it.

Perhaps a hamster fucked around with this message at 02:59 on Oct 18, 2019

Adbot
ADBOT LOVES YOU

Perhaps a hamster
Jun 15, 2010


Stabbey_the_Clown posted:

I found the gym behind it, and a hall which was collapsed, but nothing else. It didn't seem too dark, but maybe that was wrong.
Oh yeah, there's definitely more to it. Equip the flashlight and go opposite direction from the collapsed hallway.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply