BlandChili

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Smuggler is fun for flirting with everything that moves. I also really like playing a woman that's very forward, she can get some funny reactions.
 

Mrsubtle

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Ah that makes sense, all I recall is with the Sithwarrior you get a chance to get a Padawan as your apprentice and you can corrupt her. Though It is I believe kill everything kinda attitude she adopts.
 
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Darth Sidious

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Ah that makes sense, all I recall is with the Sithwarrior you get a chance to get a Padawan as your apprentice and you can corrupt her. Though It is I believe kill everything kinda attitude she adopts.
Jaesa Willsaam, shielded Jedi Padawan girl corrupted into a psycho partygirl with a lust for her Master. That's why being Sith is just better :ROFLMAO:
 
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Darth Sidious

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I almost agree but Sith always wanting to get apprentices in SW Media is getting a bit old, Believe one of the games even makes fun of the trope.
It's about legacy. A Sith's life is a turbulent one, rife with danger and betrayal around every corner. If you die without an Apprentice, your legacy dies with you. Even though I like talking Star Wars with anyone, I wouldn't want to be responsible for de-railing the topic from the OP :D
 
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BlandChili

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I never did dark Jaesa. I'm too much of a sucker for light warrior personally, I find it so much fun to befuddle all the Jedi with my reasoned and patient approach x)

But we've gone awfully off topic now.
 

mannice431

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Some of you guys have followed this game for longer than i have, are there gonna be flashback sequences later on?
 

TamaMountain

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Some of you guys have followed this game for longer than i have, are there gonna be flashback sequences later on?
I will not discount the possibility of one. But I trust Eva will do it in a clever way like she did with the polaroids. I do not believe Eva will do the traditional "5 years ago.." approach that is common in 3D renpy games.
 
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Mrsubtle

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Are there any other good ways to do flashbacks? perhaps very small/short dream snippets. Not really a big fan either especially for big exposition pieces as well those can grind my gears as well.
 

BlandChili

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Flashbacks are typically disruptive to the narrative flow and takes you out of the events you are interested it. Especially in a game where we're supposedly the ones making the decisions. The reason why they usually feel clunky is because they just are.

If you want to refer to past events or make them relevant, then you give your character traits and impressions that they will eventually explain by sharing information with another character. That way you ensure the past is also retroactively relevant because it reveals something new about the character while not taking you out of the flow of storytelling. Preferably these revalations take place piecemeal, you don't explain the whole thing through a single conversation, or at least not at the first point it's brought up.

Visual novels and other games of a crowd-funded origins are often episodic in nature, which means that this is not necessarily an optimal way for the writer to work. Eva Kiss especially appears to create the art before the story so she can't really give her characters all the traits that she might want right away, so as a result in some of these games the main character will sometimes appear to gain new interests and skills out of the blue unless the creator edits old material.
 

Cabot

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Flashbacks are typically disruptive to the narrative flow and takes you out of the events you are interested it. Especially in a game where we're supposedly the ones making the decisions. The reason why they usually feel clunky is because they just are.
Whut? Just no.

Flashbacks can be done wrong or can be done right, even masterfully, as Rashomon or The man whot shot Liberty Valance show us. Just to throw two examples. They're a device, a technique, and can be as good as the author using them is.

In fact, as has been pointed out, Eva has already done one with the polaroids (not exactly a Harry Potter's pensieve, but still...) and it worked, didn't disrupt the narrative (more like pushed it: making Lena close the door for good to reminiscing Axel or opening it more than before), leaving those decisions to the player while explaining more the background of past Lena (before she was in player's control), and didn't feel -at least to me- clunky at all. Maybe we should trust she knows her stuff?

If you want to refer to past events or make them relevant, then you give your character traits and impressions that they will eventually explain by sharing information with another character.
That's just exposition, and while it can also work more often than not breaks the "show, don't tell" golden rule. Especially if abused and not employed in concert with other narrative devices, it grows old pretty quick and can become boring FAST. Was one of the earlier and most noticiable flaws of GoT, for example, they even had to throw sex in (falling into the infamous "sexposition") if only to make interesting two guys "explaining and sharing information" instead of showing the viewers it.

I for one am quite happy with Eva making the calls here instead of us the fans (and ofc much more interested in her take than in some others expressed here, and I mean no disrespect with that). Fans are kind of a conservative bunch -speaking about storytelling- always eager to repeat the same standards and reluctant to anything "new", without realising that almost always that means the possibility of being surprised by the narrative disappears. Always sticking to the tried-and-true (which, btw, flashbacks also are) leaves you with... well, ONLY with the tried and true.
 
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Flashbacks are typically disruptive to the narrative flow and takes you out of the events you are interested it. Especially in a game where we're supposedly the ones making the decisions. The reason why they usually feel clunky is because they just are.
Yeah, if flashbacks aren't a fully integrated part of how the story is told, they often appear as kind of a lazy narrative shortcut. Introducing flashbacks at this point of the story would probably look weird. Besides, things like the polaroids (as mentioned) and the small, continuous references to the past in the dialogue, feels like a sufficient way to incorporate the past in the story. I think Eva has solved that part of the storytelling in a really good way. That technique could probably be used to tell more about the characters sexual history as well, if that's what someone's looking for. I wouldn't be surprised if for example Axel has some more pictures or videos of him and Lena.
 
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Cabot

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Yeah, if flashbacks aren't a fully integrated part of how the story is told, they often appear as kind of a lazy narrative shortcut. Introducing flashbacks at this point of the story would probably look weird. Besides, things like the polaroids (as mentioned) and the small, continuous references to the past in the dialogue, feels like a sufficient way to incorporate the past in the story. I think Eva has solved that part of the storytelling in a really good way. That technique could probably be used to tell more about the characters sexual history as well, if that's what someone's looking for. I wouldn't be surprised if for example Axel has some more pictures or videos of him and Lena.
Sorry but... Do you realize that you're bashing flashbacks while congratulating the use of one? With all due respect, I think the problem here might be having a too narrow view of what a flashback is and how it can be used. It doesn't necessarily have to be an abrupt cut to a "five years ago" scene, it can take many forms and be developed while putting in use other techniques (the "unreliable narrator flashback" among my personal favourites).

Again, maybe we should trust in Eva knowing her craft...
 
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Nov 15, 2020
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I for one am quite happy with Eva making the calls here instead of us the fans (and ofc much more interested in her take than in some others expressed here, and I mean no disrespect with that). Fans are kind of a conservative bunch -speaking about storytelling- always eager to repeat the same standards and reluctant to anything "new", without realising that almost always that means the possibility of being surprised by the narrative disappears. Always sticking to the tried-and-true (which, btw, flashbacks also are) leaves you with... well, ONLY with the tried and true.
Hah, I'm absolutely happy with Eva making the calls as well. You're right that that kind of "explaining and sharing" exposition can also be overused and executed poorly. It feels like both that and poorly executed flashbacks often are done because the writer wants to tell everything they see as relevant, instead of accepting that the narrative choices sets some limitations as to how that particular story should be told. Compared to most other VNs, Eva solves these kind of things better – probably both because she is a better storyteller and because she's got a clearer plan for story before she starts writing it.
 
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Sorry but... Do you realize that you're bashing flashbacks while congratulating the use of one? With all due respect, I think the problem here might be having a too narrow view of what a flashback is and how it can be used. It doesn't necessarily have to be an abrupt cut to a "five years ago" scene, it can take many forms and be developed while putting in use other techniques (the "unreliable narrator flashback" among my personal favourites).

Again, maybe we should trust in Eva knowing her craft...
Maybe I didn't explain my points in the initial post too well, because I think we mostly agree here. I understood the initial post about flashbacks as talking about exactly that "five years ago" type, but scrolling back I see that was maybe something I read into it, probably because that seems to be the way a lot of these kinds of games do flashbacks, as far as I've experienced.

The initial point I was trying to make, was exactly that I think Eva does a good job incorporating the past in the story as it is, using different techniques to do that – and that I therefore don't think it's necessary introducing "flashback sequences" of the "cutting back to five years ago" type.
 
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Cabot

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A quick example: a character is given a trait, let's say he lacks one arm.

- He explains to a fatso spider how he lost it in a battle with an enemy: Booooring, especially in a visual medium.

- We're shown in a third person flashback how he lost the arm: Well, at least we're watching something.

-
We're shown in a first person flashback how he lost the arm BUT he lies (to the other character and/or the audience and even perhaps to himself) about who did it: Ohohohoh, you've me hooked there.

You can also achieve the "unreliable narrator" bit by exposition, ofc, but you'll still be missing the "show, don't tell" thing. You can pull it off in literature, but it's much harder to digest in a visual medium two characters just speaking (or one having a long William-freaking-Faulkner-style inner monologue, please kill me now).
 
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BloodyMares

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The thing is, the game already has lots of flashbacks, particularly with Lena. We see a scene from Ian's perspective, then we transition to Lena and experience a massive flashback to explain what she has been doing before Ian and Lena had their event. Chapter 1, Chapter 6 and Chapter 7 are most noticeable in that regard.
 
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