- Aug 21, 2018
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Agreed. When you start having trouble separating fantasy from reality, you should probably lay of the fantasy until you get your shit together.I would encourage everyone to avoid comparing themselves, that's all.
Agreed. When you start having trouble separating fantasy from reality, you should probably lay of the fantasy until you get your shit together.I would encourage everyone to avoid comparing themselves, that's all.
It's irrelevant because it's not the WT's presentation that I was talking about. It's the logic of the relationship between the options that is convoluted. The WT simply confirmed it.that's because the wt was a simple breakdown of the script.
That has nothing to do with my criticism at all though. Trying to be realistic with the personalities/agenda is not something that means it must be presented in a convoluted way.I respectfully disagree as I feel this game is meant to be played by taking into account that the characters all have their own personality and agenda. It tries to give as close as a real life experience as possible, and this can't be obtained by playing it as a "I need to do X to get Y", but more as a "I want to do X to please or piss off this character". The aim of the game, in the end, is to give every player their own adventure, which explains the number of options that ultimately don't change the big scheme of things.
Just like the others I replied to, you are missing the point of my criticism. Yes choices matter. My criticism is that the choices are presented in a convoluted way that the game simply lacks clarity. It's great for "choose whatever you want and roll with it" (which is my original playstyle) but it's bad for "oh damn I missed something, and now I have no idea how to find it without looking at walkthrough" (which is my criticism).The game itself however is not. Choices matter and I haven't seen any other game here do it better. Ultimately, it's a role-playing experience, so the amount of "if x, then y" is necessary and important. That's where the gameplay is.
Looks like we'll agree to disagree, then.It's irrelevant because it's not the WT's presentation that I was talking about. It's the logic of the relationship between the options that is convoluted. The WT simply confirmed it.
That has nothing to do with my criticism at all though. Trying to be realistic with the personalities/agenda is not something that means it must be presented in a convoluted way.
For example, to get the boxing invite by Chris, you must pick "Make smalltalk" during her free time. But the way the options are presented it's in the order of "Complain about the crew", "Ask about the mission", "Make smalltalk", "Nothing" in which that if you don't pick "Make smalltalk" first, then it's gone. But if you pick "Make smalltalk" first, then the other options are still available. The way it's presented simply doesn't make sense.
Well, this example actually works in favor of my point. The MC can either be a dick or a smooth guy. This is your choice as a player to make a good or bad first impression, and of course Sarah will judge the MC in consequence. IRL, when you act like a dick the first time you see someone, it will impact the way they see you, independently of the reason behind your behaviour. I dare say the lack of foreseeable consequences is a gamedesign point.Let's take a look at the very first options in the game, when meeting Sarah. The choices are meant to show what kind of character the MC is. But for some reason, it already somehow affected Sarah's points. This is done blindly without knowing what kind of character Sarah is. If she's too casual, is it really bad to be more firm with her? If I play along, is that something that will make her have no respect to me? We simply don't know. And ultimately, we have no idea either how big those choices affected things.
Well my friend, this might be where the problem resides. The player is not meant to discover EVERYTHING during the first playthrough. It's perfectly normal not to see all the scenes, and most big scenes are mutually exclusive anyway (go with Chris' or Annie's plan in the first chapter, go see Sarah or Annie in the second, etc.). Nottravis wanted the player to experiment as the MC lives things instead of just giving you evident choices. And the MC, as well as the player, does not have every bit of information about the other characters. I would go as far asJust like the others I replied to, you are missing the point of my criticism. Yes choices matter. My criticism is that the choices are presented in a convoluted way that the game simply lacks clarity. It's great for "choose whatever you want and roll with it" (which is my original playstyle) but it's bad for "oh damn I missed something, and now I have no idea how to find it without looking at walkthrough" (which is my criticism).
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Basically my criticism is about the lack of clarity in design. If you bake a cake and it came out wrong, you'd know what to fix. Cake is too sweet? Use less sugar next time. Cake is burnt? Take it out of the oven earlier or lower the temperature of the oven. And so on. With this game, if you miss something at the end of the chapter, you might not know how to fix it without consulting the walkthrough.
If your opening is to complain about the crew, why would she want to make small talk with you? Isn't that logical? See, the thing is the game encourages you to use your bone box. To think about what you say. First choice is not always the best choice. If you say something that will piss the other off, you should expect there is a consequence to it. Like in this case she won't discuss anything not related to the mission. This is actually a great example how to do it right in my opinion.For example, to get the boxing invite by Chris, you must pick "Make smalltalk" during her free time. But the way the options are presented it's in the order of "Complain about the crew", "Ask about the mission", "Make smalltalk", "Nothing" in which that if you don't pick "Make smalltalk" first, then it's gone. But if you pick "Make smalltalk" first, then the other options are still available. The way it's presented simply doesn't make sense.
All the choices are logical. If you miss something, there was a hint or a clue along the way. This is subjective of course, but for me missing something was always a motivation to try again and perhaps think differently. There is replayability in it. Once you learn to pay close attention in chances of you missing something important go down. I have never used a walkthrough here and I won't either. It's part of the fun.Just like the others I replied to, you are missing the point of my criticism. Yes choices matter. My criticism is that the choices are presented in a convoluted way that the game simply lacks clarity. It's great for "choose whatever you want and roll with it" (which is my original playstyle) but it's bad for "oh damn I missed something, and now I have no idea how to find it without looking at walkthrough" (which is my criticism).
Kind of like real life, no? When we make the decisions we don't know the consequences. We don't know if saying this or that will give us "points" one way or another. It's subjective, but I really don't like, if the game spoils what "stat" differences choices make. The beauty of the whole "choices and consequences" concept is that you don't know. You should think to choose what's best in relation what personality you're playing as and what your goals for the character are.Let's take a look at the very first options in the game, when meeting Sarah. The choices are meant to show what kind of character the MC is. But for some reason, it already somehow affected Sarah's points. This is done blindly without knowing what kind of character Sarah is. If she's too casual, is it really bad to be more firm with her? If I play along, is that something that will make her have no respect to me? We simply don't know. And ultimately, we have no idea either how big those choices affected things.
Games can have some difficulty, no? This is a VN, choices are pretty much all it has in terms of gameplay. Why should they be super easy? Walkthrough means that you give up and cheat basically.Basically my criticism is about the lack of clarity in design. If you bake a cake and it came out wrong, you'd know what to fix. Cake is too sweet? Use less sugar next time. Cake is burnt? Take it out of the oven earlier or lower the temperature of the oven. And so on. With this game, if you miss something at the end of the chapter, you might not know how to fix it without consulting the walkthrough.
Yeah the walkthrough is more complex than needed, assuming you don't have to do things EXACTLY to get 10 out of 10 relationship points say, to trigger an event. If you only need 6/10, then just guessing the right option that makes sense is probably enough and you don't need all that detail. Depends how much slack is in the game.A fair opinion.
I'll note that it's the walkthrough that is extremely convoluted, playing just by following it would probably give me a headache.
The game itself however is not. Choices matter and I haven't seen any other game here do it better. Ultimately, it's a role-playing experience, so the amount of "if x, then y" is necessary and important. That's where the gameplay is.
There's no such thing in my opinion. I like knowing all I can personally.Yeah the walkthrough is more complex than needed
So if you had a tax question, you'd want me to sent you all the volumes of the tax codeThere's no such thing in my opinion. I like knowing all I can personally.
Pro tip on the gaming side of this stuff: When you lose options like that, save scum that screen...
For example, to get the boxing invite by Chris, you must pick "Make smalltalk" during her free time. But the way the options are presented it's in the order of "Complain about the crew", "Ask about the mission", "Make smalltalk", "Nothing" in which that if you don't pick "Make smalltalk" first, then it's gone. But if you pick "Make smalltalk" first, then the other options are still available. The way it's presented simply doesn't make sense.
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This particular case makes perfect sense.. if you annoy someone first you can still talk about the important stuff laterFor example, to get the boxing invite by Chris, you must pick "Make smalltalk" during her free time. But the way the options are presented it's in the order of "Complain about the crew", "Ask about the mission", "Make smalltalk", "Nothing" in which that if you don't pick "Make smalltalk" first, then it's gone. But if you pick "Make smalltalk" first, then the other options are still available. The way it's presented simply doesn't make sense.
But you are not the baker, just a fat kid drooling over the bakery's vindow.If you bake a cake and it came out wrong, you'd know what to fix. Cake is too sweet? Use less sugar next time. Cake is burnt? Take it out of the oven earlier or lower the temperature of the oven. And so on. With this game, if you miss something at the end of the chapter, you might not know how to fix it without consulting the walkthrough.
This isn't like baking a cake, though. It's more like walking through the buffet line with a very small plate. You can't get everything in one trip, you just have to pick what you most want at that time.Basically my criticism is about the lack of clarity in design. If you bake a cake and it came out wrong, you'd know what to fix. Cake is too sweet? Use less sugar next time. Cake is burnt? Take it out of the oven earlier or lower the temperature of the oven. And so on. With this game, if you miss something at the end of the chapter, you might not know how to fix it without consulting the walkthrough.
I'm doing loops since new year's eveThis isn't like baking a cake, though. It's more like walking through the buffet line with a very small plate. You can't get everything in one trip, you just have to pick what you most want at that time.
The list of things at the end of the chapter aren't there to say "if you didn't get all of these you're a loser," because there is no way to get all of them in one playthrough. They are more like the placard at the table where you sit with your tiny plate of food, telling you of all the wonderful things the buffet still has to offer, and enticing you to take another trip through.
Notty's buffet line will only get longer the more chapters are released. Can't wait to see what that final desert tray will look like.
Agreed. I can confirm that the existing guide can be used with only one free hand, which is all that matters for a walkthrough imo. I've already played for the story; sometimes you have to go back and catch the things you've missed.There's no such thing in my opinion. I like knowing all I can personally.
maybe just me, but with your version i have a full black in the dialogue when there is no dialogueHere is a compressed pc and mac version of Ch2 v1.1!
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Play the vr route it may have better options for what you are planning.Which routes with everyone yields the best results? I kinda want to do the sub route with Sarah because dom/sub is a hot dynamic but i dont want to be the villain and still want Annie to like me. also hate fuck Chris.
Should I be going for respect points? Subpoints? Affection?
@crust There is an issue with gui images losing transparency after the compression.maybe just me, but with your version i have a full black in the dialogue when there is no dialogue
If you don't want to be a villain then not blackmailing her seems like a good choice, no?Which routes with everyone yields the best results? I kinda want to do the sub route with Sarah because dom/sub is a hot dynamic but i dont want to be the villain and still want Annie to like me. also hate fuck Chris.
Should I be going for respect points? Subpoints? Affection?
My official walkthrough for Heavy Five is this songIf you don't want to be a villain then not blackmailing her seems like a good choice, no?
Still, you can go with the blackmail and be nice to Annie simultaneously and get away with it (for now).
I suggest playing without a walkthrough. You are missing out on the fun parts of gameplay the choices and consequences offer. As one article I read today put it, choices and consequences are the holy grail of a good RPG.![]()