OmniFurious
Newbie
- Sep 7, 2021
- 88
- 143
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Turns out I was wrong about what causes Faye to step in and help, it's less about saving her and more so about being on good terms with her. So your options in P2M3 would have played a role in her stepping in, his dialogue not matching is a good catch though.On my first playthrough I had talked to him before I saved Faye, but Faye still dropped in to blue ball the guy. Later when I saved Faye and went back to the room he was standing and thanked me for the sex, even though it never happened.
On the second playthrough I went to Faye's room first and chose not to save her, the fragment guy sex scene played out normally, however the scene I saw from my first playthrough (where he thanks you for the sex) never happened when I returned to room later.
Another instance I recall was the kissing NPC, I said no to him on my second playthrough, but he still thanked me for the kiss nonetheless.
I think there was at least 1 other incident but forget where.
Kissy boy's dialogue has been mentioned before and I believe this one has been addressed.
Gotcha yea, I don't really play these types of games so I don't know what is considered the norm. As nice as a warning about missing a scene would be, I'm not sure the greyed out dialogue would be the way to do things, as without taking into consideration how high/low a trait is or anything else that effects dialogue, you're still looking at 8 different options as a baseline for some NPCs. Then factoring in all the other stuff that effects dialogue, it'd be more of a "choose your adventure excel sheet".Massive RPG's no, but for a hentai game its a pretty common feature in which you can see dialogue (usually lewd scene related) having a requirement: whether it be outfit, some lust stat, or pre existing condition in order to interact with the NPC and see that cutscene. By greyed out I mean you just know the option exists rather than being able to pick it. In your example you'd see the optimism dialogue choice on the NPC but because your violence is too high and your optimism is too low you wouldn't be able to select the option, but you'd know it exists. So in future playthroughs maybe you'd want to do an optimism run because you're interested in what this guy has to say.
Yea some NPCs are more interesting than others. But if we're talking about their dialogue options, then even the more boring NPCs have 3-4 dialogue changes, sure they may not change themselves much but your interactions with them alter other NPCs dialogues. Then there's the wild ones with 10+ dialogue changes that take into consideration things like who you've spoken to, what you said to them, when you've said it, what you've done since talking, how you've been playing the game, databanks, etc.This is a pretty niche recommendation, but there are some NPC's (like the guy who's asking you to make a slogan) who get an extra option based on certain traits. Some NPC's are more interesting than others and if I knew that they had more dialogue choices I might be more motivated to run through the game again so I could see what that option did. It's mostly just a replayability feature groping around in the darkness for NPC scenes can be fun but I feel like this game could get tedious very quickly.
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