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The funny thing is that I feel the writing here really doesn't hold up. I didn't notice when I played it myself, and I think it's because it was a new system for me and the story kept getting broken up by gameplay. So I kept getting distracted. Seeing the writing sort of just clustered like this... I dislike Carth far more now than I did when I played. Partial thing is that I played a dude, so I didn't see him be a spectacular creep. But, I'm also finding the way they separated his backstory to be utterly obnoxious now.
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# ¿ Jan 2, 2020 12:53 |
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# ¿ May 13, 2024 03:57 |
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It's funny how Mission has the same thing with 'HEY GO TALK TO HER' as Carth did, but she's MUCH less annoying with her story. Probably because she actually tells you what's up, and her conversation closes feel a lot more natural.
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# ¿ Jan 7, 2020 21:44 |
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Her character does at least make sense. She's a wet-behind-the-ears trainee who suddenly manifests a gamechanger ability, and everyone basically spoils her for having it. Given the fact that she broke out of the cage on her own, she does have some capability too, so it's not entirely unfounded. It doesn't stop her from being abrasive and arrogant, but at least there's coherent reasons behind it.
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# ¿ Jan 9, 2020 02:00 |
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Bastila's introduction is so bad that she sort of needs this scene. She still sits better than Carth by a lot at this point, but them both getting a light-hearted scene like that is kind of necessary honestly.
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# ¿ Jan 10, 2020 02:57 |
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I'd like to think the writers were making an intelligent parallel there, but at least in KOTOR's case, the lack of ability to actually have a middle ground thought kind of ruins it.
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# ¿ Jan 14, 2020 10:35 |
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The problem with Dark Side and evil responses in general for games is that evil has to be more proactive if it wants to be coherent. If you're good, you just help the person, but there's no logical reason to be evil to someone other than 'gently caress it' unless it's part of a larger plan. But that's not really easy to write in a game. Honestly, for games, the short-term evil option needs to actually give you something tangible as a reward for doing it(or at least look like it will), or it'll never make sense. This doesn't really excuse any of the answers you can give the council though because it's either sucking their balls or telling them to gently caress off.
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# ¿ Jan 15, 2020 21:40 |
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Agreed. The Hero/Anti-Hero of the Paragon/Renegade is a better step forward, whatever kinks the system had. Punching reporters or headbutting a Krogan feel like coherent actions taken by an actual kind of person, and it's also really funny.
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# ¿ Jan 15, 2020 23:25 |
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The more you run us through this game, the more I'm reminded of the incredibly amount of jank in the writing. It's honestly hard to read. Goodbye, rose-tinted glasses.
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# ¿ Jan 26, 2020 01:30 |
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Korriban is definitely showing as the best of the planets so far. The puzzles are actually reasonably good and the dialogue is largely not embarassing to read. It honestly doesn't feel like quite the same game.
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# ¿ Jan 31, 2020 04:43 |
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Regalingualius posted:Off the top of my head... I just watched the Jolee scene on youtube and holy christ were you not kidding.
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# ¿ Feb 3, 2020 00:56 |
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It'd probably be harder if the KOTOR games didn't have the Jedi Masters incredibly ineffectual at accomplishing anything whatsoever.
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# ¿ Feb 3, 2020 01:26 |
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God, this light side/dark side writing just makes my brain shut down at points. You'd probably get more people getting Dark Side points with that Juhani incident if you could just saber that guy down. The fact that it isn't even an option kind of shows how badly that is written.
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# ¿ Feb 5, 2020 03:05 |
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Hahahaha I want to argue but I really can't.
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# ¿ Feb 5, 2020 03:19 |
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My paragon Shep totally headbutt that Krogan. But... it also brings into question what's the point of the gauges if I'm allowed to do that.
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# ¿ Feb 16, 2020 03:15 |
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It's nice to see that we're running around this sovereign government completely making GBS threads on it's authority.
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# ¿ Feb 21, 2020 06:48 |
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I'm actually mostly fine with this Light/Dark side decision, largely because the entire thing is surrounded by a lot of unknowns. Yes, since it's a video game, you know both methods will lead to a solution of some sort. The toxic thing is impulsive and dangerous yeah, but the flip side is that there isn't a way a person in-character should know that blowing up the machinery would even work. Maybe the shark would decide to just eat you anyways because it's disoriented from something EXPLODING next to it.
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# ¿ Mar 1, 2020 22:49 |
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The way I see the choices in this case kind of boil down to this. - Blow up the equipment: Maybe with the stuff gone, the maybe-wild shark will not attack if we pass by? - Poison the waters: This'll definitely kill the shark, but we don't know the wider consequences because it's loving poison. I do believe that this is one of the better light/dark choices because of the uncertainty mixed in there. The uncertainty of the dark side choice is in any collateral damage, whereas the uncertainty in the light side choice is a serious risk to yourself since you're effectively hoping the shark won't attack you after. It IS a selfish act to prioritize yourself over any potential environmental impact.... but at least you're actually getting SOMETHING more than 'i want to eat this baby'. Unfortunately with the game formatting, you KNOW blowing up the equipment would work, it's just how the design is telegraphing the decision. But as I said before, at least this feels like a selfish decision that an actual person could actually potentially make.
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# ¿ Mar 3, 2020 00:18 |
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# ¿ May 13, 2024 03:57 |
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ikanreed posted:Manaan has 3 loving trial segments. And none of them are coded with the very reasonable judge behavior of "weren't you just in my court room?" That's a good point actually. One is a sidequest so fine, but the last trial we have is like guarenteed to be after already been in the court room. Why couldn't that just be the default reaction?
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# ¿ Mar 4, 2020 06:41 |