Throwawayxyz
Member
- May 10, 2020
- 138
- 378
I don't have the context for this but it's really unhinged and that makes me kinda hyped lol
I don't have the context for this but it's really unhinged and that makes me kinda hyped lol
Honestly, the "bad ends" for the most part feel more like a throwback to old era VNs/adventure games, in the sense you get them quickly after a bad choice, and they're just a short, entertaining sequence after which you just reload and pick the other option(s) So i can't say they even bother me at this point. I would be much more vexed with that alternative you suggest, if i found myself routed into a bad end because of something done X hours ago and i couldn't even tell which of these choices "shifted" me into what ultimately became a bad end.You know what, this game would have been so much better if instead of slamming the player into some bad end, the choices simply shifted the players closer to one of the endings. I'd enjoy that much more.
And more importantly, this way you wouldn't be prevented from progressing through the game every time you do something the game considers the 'wrong' move.![]()
Nah, it's just me having fun bitching a little i guess since i doubt that the dev will bother changing anything.If youre not ideologically or morally opposed to them, there is both a walkthrough and a multi-mod that makes avoiding all them nasty Bad Ends way easier.
Yeah that's what i'm sayin', they're indeed just outdated relics of the past that are honestly not needed in modern VN's.Honestly, the "bad ends" for the most part feel more like a throwback to old era VNs/adventure games
Read again what i said, choices would shift you not to a bad end, but one of the legit ENDINGS.I would be much more vexed with that alternative you suggest, if i found myself routed into a bad end because of something done X hours ago and i couldn't even tell which of these choices "shifted" me into what ultimately became a bad end.
I understand that was your intention, but an ending i did not plan for and (especially if) i have no idea which of my choices even brought it on is very much a bad one in my book. I don't want "ending i was closest to" where the closeness is measured by undefined and often arbitrary criteria i might not agree with.Read again what i said, choices would shift you not to a bad end, but one of the legit ENDINGS.
Well, that's one way to play i suppose.I understand that was your intention, but an ending i did not plan for and (especially if) i have no idea which of my choices even brought it on is very much a bad one in my book.
I think it's rather common. In fact, i don't think i've ever heard from someone they were making choices in a game without any idea of more or less specific outcome or goal they're after. Or being very happy with an ending that went against those expectations/wishes.Well, that's one way to play i suppose.![]()
That's how i always play.I think it's rather common. In fact, i don't think i've ever heard from someone they were making choices in a game without any idea of more or less specific outcome or goal they're after. Or being very happy with an ending that went against those expectations/wishes.
I think you're onto something here.I think the best solution is when there are grades of failure, where you can make a few bad decisions and still have the story progress but in a worse way, and only get a bad end if you make a ton of bad decisions or one really bad one. Which, in Superhuman's defense, is how some of the fights later in the game go. Only a couple so far, but here's hoping the trend continues.
Right, but don't tell me that you don't form any expectations about what these consequences actually will be, as you make your choices? Both short- and long-term? Because that's very much what we're developed to do, after all -- to make our choices based on what we expect them to lead to. So the choices which appeal to you are, in large part, the expected consequences which appeal to you more than alternatives.That's how i always play.
I make honest choices that appeal to me and then meet the consequences head-on.
Rather than having expectations, i am excited to see what the game will show me. I love seeing things i haven't seen before.Right, but don't tell me that you don't form any expectations about what these consequences actually will be, as you make your choices?
I get this sentiment, i actually prefer to get in the game blind too. I think we've possibly had a misunderstanding there -- when i was talking about trying to get specific outcome, it was along these lines of trying to carve out a desirable outcome etc based on my own guesses where the game might be heading; not going at it with some sort of walkthrough and exact knowledge of the endings. I mean, if it was the latter then getting an unexpected/unwelcome ending wouldn't even be a factor in the first place.Knowing everything ahead of time and planning for a specific outcome is... not my idea of fun.
I like not knowing anything and diving in completely blind, while trying to carve out more or less desirable outcome with whatever tools the game provides me with.![]()
Quick question: why the heck do you use that cup of coffe in every damned post?Rather than having expectations, i am excited to see what the game will show me. I love seeing things i haven't seen before.
So, i have a rough picture of where my choices may lead, sure, that's why i pick those choices.
But the way i think may be quite different from the way the dev of the game thinks, so the result i end up with isn't necessarily what i expect to happen. Which, to me, is fun too. The fun of discovery see?
Knowing everything ahead of time and planning for a specific outcome is... not my idea of fun.
I like not knowing anything and diving in completely blind, while trying to carve out more or less desirable outcome with whatever tools the game provides me with.![]()
Women☕Quick question: why the heck do you use that cup of coffe in every damned post?
The only problem with that is there is only one person developing Superhuman. Having branching storylines that meaningfully change based on choices is going to be too much work.I think you're onto something here.
Say one 'bad' choice may put your friend at risk but you could still realize the mistake and jump to their defense down the line.
Or make one 'terrible' choice and that friend ends up dead.
Yeah, i can see how this could be interesting, much more interesting than reloading after being slammed into a wall for sure.![]()
Fun answer: To incite people to ask about it, you're now like.. 10th? Person who ever asked about it.Quick question: why the heck do you use that cup of coffe in every damned post?
Well, nothing prevents the dev from finding like-minded individuals to help him out.The only problem with that is there is only one person developing Superhuman. Having branching storylines that meaningfully change based on choices is going to be too much work.
Can be relocated elsewhere, there's an absolute shitton of ways one can use to feed information to the player.Also, the Bad Endings have given a substantial amount of information about the game world.
Just like cat girls say ~nya. It's his quirk.Quick question: why the heck do you use that cup of coffe in every damned post?
i love being stubborn and diving head first into choices, its make the games feel more immersive and fluid. but i sometimes the choices mess up my play through, i'll always finish it though.That's how i always play.
I make honest choices that appeal to me and then meet the consequences head-on.
It's entertaining to see what the game will surprise me with.
It's just a little annoying when that surprise ends up being an impassable wall. But i'll live.![]()
It's all in my 'About' tab in my profile, check the 'Random Stuff' spoiler.(also, can you tell me where your profile pic is from? im curious as i never seen it on this site before)