Playing Torment: Tides again. It's a very compelling game, to me at least (and one of two games I'm technically credited in thanks to Kickstarter) but it reminds me how much choice based games need to grow
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Despite being supposedly subversive, it's incredibly obvious the best outcome is always the "indigo" and "blue" choices: learn more information and resolve conflicts between people through compromise
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It's supposed to be a dark story but it leaves no incentive to make bad decisions
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Replying to @BootlegGirl
As a result the big plot twist at the end that the Tides are fundamentally an evil corrupting source of power that must be destroyed doesn't really seem to make any sense and comes out of nowhere
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Replying to @arthur_affect @BootlegGirl
It's because they are trying to shoehorn the themes of Planescape: Torment into a universe/ that doesn't fit them, like shoving a square peg into a round hole. Honestly, I'd say POE I works better as a "spiritual successor" to PS:T, mainly because it isn't ONLY trying to be that.
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Replying to @TellerGrim @BootlegGirl
It's just not constructed as well, that reveal needs effort to set up It just doesn't make sense the way the Planescape one does, which was simple enough (every time you die and resurrect someone else dies in your place)
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That one legitimately worked, partly because it was a long game and you've probably killed yourself a bunch of times up till now, especially if you're trying to do a good guy run (taking it as the "selfless"/"pacifist" option over killing someone else)
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Replying to @arthur_affect @BootlegGirl
PS:T IS a masterpiece, even though it's lead writer is a serial abuser.
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Replying to @TellerGrim @BootlegGirl
Yeah and I did a thread on how sadly I'm not sure the two are really separable, PS:T is kind of in hindsight an obvious metaphor for being a drunk piece of shit
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No, a game made by someone in 1998-1999 isn't an obvious metaphor for what you think you know about their behavior in 2012-2014.
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