What Video Games Have You Been Playing, Part 10: Or; A Shameful Display!

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Something that drove me crazy is that the dialogue choices in the first Mass Effect is that the dialogue wheel said one thing, but when you clicked on it your character said something completely different.
Yeah, I tend to actually play all options and then chose my own based on what is actually being said.
It's even more annoying when the actual mechanics don't fit, though - like trying to turn down Ashley without being a complete jerk about it.
Sometimes multiple dialogue wheel choices would actually just lead to the same spoken dialogue. The illusion of choice.
Especially blatant in ME3. The very first choice (when speaking to Anderson as he decides to stay on Earth) is just 100 % pointless, giving the exact same spoken lines (not only the same text, but also the same intonation) either way.
More generally though, I don't tend to enjoy "muahahaha" type evil characters, but I can have fun playing fundamentally selfish characters - ones that are basically just in it for personal gain. Yet when I do play that type of character, if there is an alignment meter, I tend to end up pretty close to the middle, possibly even slightly on the good side. "Evil" options usually tend towards being really stupid.
That's exactly my complaint. Being "evil" is usually just to provide some gratuitous and pointless way to kick dogs, that you can't even justify with "doing the dirty but necessary work" because everything can be fixed anyway, as dev tend to always reward "good".

Strategy games tend to be better at it, because they do provide different kind of bonus, so at least you can be "ruthless" without being "stupid". But RPG have a problem with handling it.
 
Often the 'bad' choices do restrict player options and lead to bad outcomes. This happened a lot in the ME series where the 'bad' option would kills someone or preclude a lot of late-game choices. This is also why I tend to make the 'good' choices - I may not like them but I don't want to miss out on stuff later in the game.
 
That's exactly my complaint. Being "evil" is usually just to provide some gratuitous and pointless way to kick dogs, that you can't even justify with "doing the dirty but necessary work" because everything can be fixed anyway, as dev tend to always reward "good".

Strategy games tend to be better at it, because they do provide different kind of bonus, so at least you can be "ruthless" without being "stupid". But RPG have a problem with handling it.

Might Skyrim be considered an exception? I tend to do the evil stuff in Skyrim and get rewarded accordingly, for example betraying the Priestess of Azura (not to mention Azura herself) in order to get the incredibly useful Black Star instead of the borderline-useless Star of Azura.
 
Never tried Renegade in ME .... For me being evil/bad feels kinda bad (even in games) unless playing vampire ("Legacy of Kain" for example) or "must be evil" character I always choose to be a "goody two shoes" :D

... I might have nuked Megaton in F3 once or twice but I apologised to everyone afterwards like Moira suggested :mischief:
 
... I might have nuked Megaton in F3 once or twice but I apologised to everyone afterwards like Moira suggested :mischief:
:lol: I knew you could nuke the town (I didn't do it, and I only played the game once) but I didn't know that you could apologize afterwards. That's a riot. :lol:
 
Might Skyrim be considered an exception? I tend to do the evil stuff in Skyrim and get rewarded accordingly, for example betraying the Priestess of Azura (not to mention Azura herself) in order to get the incredibly useful Black Star instead of the borderline-useless Star of Azura.
Not really, there is so few actual decisions available in Skyrim that it's barely a RPG at all (it's incredible how Skyrim basically got the worst of both "sandbox" and "linear" opposite designs).
 
Not really, there is so few actual decisions available in Skyrim that it's barely a RPG at all (it's incredible how Skyrim basically got the worst of both "sandbox" and "linear" opposite designs).

Felt like a majority of quests were "go to this cave full of draugr!" There were a few interesting quests, like the Windhelm murders and the one with the Alik'r warriors, but they were scarce. Compare to Oblivion, which had some great quest design (e.g. A Brush With Death and A Shadow Over Hackdirt).
 
:lol: I knew you could nuke the town (I didn't do it, and I only played the game once) but I didn't know that you could apologize afterwards. That's a riot. :lol:

It's what happens when You nuke megaton :
Spoiler :
When You arrive at the Megaton ruins after the explosion You meet ghouled Moira (she claims she was outside doing some molerat experiments) and she tells You that she is not gonna be mad if You apologise to everyone :D Ocasionally You can meet "angry megaton settlers" as a random encounter ;)


edit :
Felt like a majority of quests were "go to this cave full of draugr!" There were a few interesting quests, like the Windhelm murders and the one with the Alik'r warriors, but they were scarce. Compare to Oblivion, which had some great quest design (e.g. A Brush With Death and A Shadow Over Hackdirt).

Shadow over Hackdirt was awesome but IMO the best was the Brotherhood quest when You were the murderer in the mansion and had to kill everybody one by one but no one could know it was You (to get the bonus reward) :D
 
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Playing Sekiro: Shadows Die Twice with my bro. It's an incredible game, like expected from From Software. When you look into their whole philosophy a little deeper they completely took the approach that older games from the 80s and 90s, especially Arcade games had. Bosses are incredibly hard to beat. They are more or less choreographed, and you have to know every little step or you'll just fall over and die. I haven't played a game this rewarding in about a decade, not even exaggerating. I'll probably get it (on sale.. maybe Christmas..).

We tried doing one of the earlier bosses, probably fourth one. Wiped more than 40 times. It was still fun, that's the weirdest part.
 
I have had a lot more time with Polytopia.

Good Things -
The game is tight and focused. You aren't really afforded much of an opportunity to screw around. The maps are small and movement is generally fast so you have to start probing your enemies from the start or find yourself on the wrong end of a surprise anschluss.

You don't have to build settlers to found cities. This is probably my favorite feature and I kind of wish it was taken up by Civilization. Basically, every city other than the capitals starts as a tribal village. The first player to put a unit on it and claim it gets the city and it takes a name from the civ-specific name list of the conqueror. This works really well as building settlers would slow everything down. Tribal villages tend to spawn in good locations and there is a lot of them for a given map size. I've gotten all the way to the end of the game before finding the last village hanging out on an island unclaimed.

Combat is balanced and there is 1UPT. Unit count scales with empire size and map size. One drawback is that the game really pushes you to get super units. These guys have massive HP and attack power and are given as rewards for growing your cities. Basically anytime you get the option to get one, you have to take it to keep up with the AI, which takes fun out of the game by robbing you of other cool bonuses.

The civs are pretty cool - they are caricature/cartoony versions of real civs like Rome, Zulu, etc. The land surrounding each capital has landscaping based on the them for that civ. There is one civ based on generic negative mythology (like hades) and it has a barren wasteland that looks like a Halloween landscape as their default environment. That civ is waaaay overpowered as they start with the tech for one of the most powerful units in the game.


Critiques -
There is no diplomacy whatsoever. It's a purely conquest-driven game, which is probaby excusable given the way the game is structured. Play times are only 30-90 turns so there really isn't enough time to work toward different victory types.

The UI needs some work, particularly when interacting with units. When you pick a unit, it will highlight the tiles you can move to but it doesn't show the path you'll take to them. Also, if you move a unit less than their total allotment of movement points, you forfeit those movement points. This is very frustrating as the touch interface is super prone to misclicks. Even more annoying, the game doesn't prompt you after the first couple of games to let you know you have unmoved units. More than once I've found entire squadrons that sat out the war because I forgot they existed.

There isn't enough variety in the game. All bonus resources can only be consumed - you can't keep wild animals and build a camp for example. Instead you have to hunt the herds to extinction or harvest every single grape instead of building a winery and so on. I don't like this.


Overall, it's pretty awesome and I hope they release new content that goes further into the future.
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Is the guy in a white pointy hat on the bottom supposed to be the KKK?

There is online multiplayer so if anyone would be interested in playing against me, slide into my dm's.
 
All the talk about Mass Effect made me want to play it again. I...think I screwed up.

 
The problem with the moral choices in ME2 is you need to have a certain level of paragon or renegade score to unlock dialogue that leads to loyalty missions. Which is total bs and pigeonholes you into always selecting one path instead of letting you choose based on the situation and how you want to mold your character.
 
Not really, there is so few actual decisions available in Skyrim that it's barely a RPG at all (it's incredible how Skyrim basically got the worst of both "sandbox" and "linear" opposite designs).

Can you expand on this a bit? I'm not intending to disagree, I am interested to hear what you have to say. I enjoy Skyrim, maybe because I never played many "real" RPGs, but I can totally see the validity of many criticisms of it.
 
The problem with the moral choices in ME2 is you need to have a certain level of paragon or renegade score to unlock dialogue that leads to loyalty missions. Which is total bs and pigeonholes you into always selecting one path instead of letting you choose based on the situation and how you want to mold your character.

I have not played ME 2 yet but it's exactly like the system in KoTOR 2 (Knights of the old Republic).- where You could sway Your companions to light/dark side and gain influence on them based on the dialogue choices. Some hidden (and most interesting) dialogues were available only with high influence (AK47 had a hilarious response when asked about love by a female character :mischief:). The downside of this system (and I concur with civver) is that You could not act like You please but You had to constantly act to please Your companions (You could not finish training with Kreia if You angered her for example) in order to get best rewarding traits and quests and otherwise great rewards.
 
Can you expand on this a bit? I'm not intending to disagree, I am interested to hear what you have to say. I enjoy Skyrim, maybe because I never played many "real" RPGs, but I can totally see the validity of many criticisms of it.
Skyrim is mostly a huge map with tons of dots, with the vast majority of dots being in essence a completely linear situation (linear caves, linear quest or even string of quests, etc.). There is a large amount of choice in what you will play style and obviously the freedom of open world, but very little of what you actually do has any amount of influence on the game and the "single corridor" design of most caves/forts means that even the gameplay is pretty forced (it can be summed up in 90 % of cases by : "enter the dungeon, go straight ahead killing everything, end up at the entrance of the dungeon, done").

The actual "choices" tend to be rare, binary and sometimes feels that they exists just for the sake of claiming there is a choice (the "blades vs dragonbro" is really forced, the "who will bang the girl" in the first village is ridiculously shallow and rather pointless, not to add that the "reward" is just contradictory with the them).
The most egregious cases are the guilds, which are very short, with usually no choice at all, and which just constraint you into completely idiotic situations. For example (obviously spoilers ahead) :

- The Companions. You're forced to become a werewolf, even when it's obviously a completely effed up idea, and THEN you end up trying to fix this situation because, 'lo and behold, it WAS a terrible idea, who would have guessed. No possibility to refuse, no choice.

- Worse (worst ?), the Thieve Guild. You're a effing THIEF, burglaring and stealing and doing all sort of nasty deeds for your own benefit. Skyrim logical conclusion from greed and selifishness ? You need to sacrifice your soul and enslave yourself to an eternity of servitude after death for the sake of the guild, of course ! (wait, wat ?)
It's especially infuriating because you are given no choice to refuse, BUT the NPC rubs the lack of choice by ASKING YOU IF YOU'RE SURE ABOUT IT. And you have a single answer : "yes I'll do it". FFS.

- The Dark Brotherhood at least allows you to chose if you're going for or against them. But it's so half-arsed if you chose the later (somehow, the Empire knows where to find them if you do that, and they send you alone instead of throwing their elite forces, because... because !) that it kills quite a bit the actual meaning of choice.

So basically, every instance is a linear corridor FPS without choice (the worst of the "linear design"), and the scaling means the overworld lacks substance : whatever you do, wherever you go, it's always leveled so it makes little difference (the worst of the "sandbox" design).
Skyrim is fun to play because it's better handling and reactivity than previous entries in the serie, because despite the linearity it has a HUGE amount of content, because it's moddable so you can fix some horrible design decisions with it and because the graphics are very, very immersive. But it's probably the single most overrated and overhyped game in history. It's not "bad" (I DID play it for dozens of hours after all), but the chasm between the amount of sales it had and it's actual quality, ESPECIALLY considering the massive dumbing down each TES has gone through since Morrowind, makes me quite a bit salty.
 
- Worse (worst ?), the Thieve Guild. You're a effing THIEF, burglaring and stealing and doing all sort of nasty deeds for your own benefit. Skyrim logical conclusion from greed and selifishness ? You need to sacrifice your soul and enslave yourself to an eternity of servitude after death for the sake of the guild, of course ! (wait, wat ?)

Also, even if you have a squeaky-clean record, the Thieves' Guild dude in Riften will walk up to you, say something like "you didn't make any of that money honestly, did you?" and force-start the quest to join the guild. You can ignore it but it'll be stuck in your journal.
 
Also, even if you have a squeaky-clean record, the Thieves' Guild dude in Riften will walk up to you, say something like "you didn't make any of that money honestly, did you?" and force-start the quest to join the guild. You can ignore it but it'll be stuck in your journal.
Meanwhile, i got all my gold from raiding caves, tombs and wiping out large numbers of bandits and various unfriendly mages........I wonder if the Thieves guild realize that my character regularly kills and loots large numbers of people just like them.....
 
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