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Notices by PlatinumKatie (katiekats@community.highlandarrow.com), page 21
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Clearly scripted. Completely lacking in charismatic hosts. Insufferable guests. Attempts at humour that miss -far- more than they hit, and when they 'hit' it draws a small chuckle at most.
What on earth is the appeal.
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I still don't at all get the appeal to American late night shows.
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@gameragodzilla
And yes cos it just popped into my head, I know there's "all cutscenes" vids, but that's skipping out all the actual gameplay.
Whereas an all possible paths in a narrative game, is all the gameplay too, cos of how those games are designed.
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@gameragodzilla
...No?
Uploading literally a full game to youtube, no bits cut cos it's all in one vid, that's several hours long, doesn't...feel like a likely thing to me.
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Hugs for @maiyannah? Hugs for @maiyannah
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@deadsuperhero
Just depends where you look really, and people naturally outgrow things.
It's like how some people say "they don't make kids TV like they used to when I was a child!" but a good chunk of that will simply be that they wouldn't know, they don't watch the channels, since they're not the target audience anymore.
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@nerthos
The...more you help the fort the better it does though, the ending slides ultimately accounting for how quickly it's rebuilt, how well it did against the assault, how well people survived, etc.
Hence why I liked it, the siege against both is threatening enough that it still does damage, as it should, entirely negating it all would be weird when the threat is there. But you -can- make things a -lot- better through your actions.
It means your actions and choices have an effect, while not negating the importance of the choice between which place to defend.
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@nerthos
Of...which? Awakening? It's a harsh understandable choice that accounts for what you did and didn't do. I liked it m'self.
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@maiyannah
You see my point still. I...hope.
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@maiyannah
Awakening is just, a very natural good add-on to the lore and organization set out in Origins. Developing the companions in it, and why they'd fit with the Wardens (including the one returning one), having a proper story.
Basically what I'm trying to say is as much as I like Origins, the Wardens are a really interesting force that...doesn't go anywhere really since they get cut down so quickly (The Fereldan segment of them anyways) aside from you and Alistair, who isn't a good representation because he hero-worships them and Duncan.
Whereas Awakening truly fleshes them out, what they do, why they're important, the different people they recruit and how they don't just recruit only shining angels like Alistair first thinks, and the different ways people can view them (demonstrated with the interactions between Vigils Keep and the City of Amaranthine)
The only real demonstrations of the Wardens shadier side I can think of in the first game, are the ones in some origins, Duncan killing the dude (which is...sorta glossed over) and the way you can recruit Loghain (but most people didn't do this for obvious reasons)
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@maiyannah
True, true.
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@maiyannah
As, jus' noted in other post, am referring to those that are, but people are still annoyed.
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@maiyannah
Oh, I'm talking about genuine apologies in this case.
Or, well, as genuine as it can look. Where they're actually properly apologizing to those affected and not half-blaming them.
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...People have a weird hatred sometimes of companies going into what they dub 'damage control'
Like...being angry at the original incident? Makes sense, if something shitty happened.
Being angry at the company publicly apologizing on the grounds of..."damage control is bad"
How can you have the opinion that the original event was crappy, but apologizing for it is...also crappy?
Like...do you really just hate businesses that much that no matter what you'll hate them? (The answer is yes, probably)
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@maiyannah
From what I've seen discussed.
It's the only Diablo game I've not played, and I certainly didn't find 2 particulary tough so...*shrug*
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@maiyannah
Perhaps ironically(?) to the case, those are all games I've heard being discussed as very very hard.
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To be honest I struggle to think of a Roguelike, at least 'recently' that's done the concept justice.
They all lean into replaybility so much that they inevitably fall to bullshit difficulty just so you -have- to repeat it loads.
Binding of Isaac has been treated like the one known roguelike by many, and that leaned -hard- into bullshit difficulty every update to it. It's why I went off it so much. (as I've discussed before)
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@camoceltic
Most do. It's FTL's biggest design failing to 90% of the playerbase.
FTL went the route of thinking "we're a roguelike, we need replayability...put in a difficulty spike"
When really it's biggest strength for replayability are all the ship unlock challenges, different strategies, and events.
It has plenty already by the way, but one does feel like expanding those would have been better for the game, than making the boss overcomplicated and downright cruel.
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@maiyannah
That explains it then. Yeah, I'm not beyond pushing through relatively mediocre gameplay for a good story. But...Torment (and a few older RPGs really) are just so downright not-user friendly, that it's tough to get into.
It feels like battling the system just to get access to the plot. ...Which actually considering how DnD has evolved and the way CRPGs take off different variations of it, isn't much a surprise I suppose.
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@maiyannah
that's the one with the demons and soul inhabiting bodies n stuff right? Like the player is addressed as their soul taking over the characters in game. Or something like that. I've not played it just heard bits and pieces in passing.
But yeah, from watching it (detroit), it seems like the game just has characters outright states character intentions, plot points, at every turn. Barely anything seems like it'd be much of a surprise, or that the worldbuilding would be decently established.