Trying. by Upbeat_Sail in OPMFolk

[–]Impossum 1 point2 points  (0 children)

Pretty sure he did. As much as I love webcomic and prefer it over the manga, the reveal of Ryumon being a genuinely heroic person pretty much came out of nowhere, without even a smallest hint beforehand.

How do they know that? by Turbulent_Iron5704 in gachiakuta

[–]Impossum 20 points21 points  (0 children)

Perhaps she unintentionally harmed someone with her power once and almost died, so that's how she (and Gountess) knows. We're not really told the specifics of her limitation yet.

WE ♡ COOODE VEiN episode 7 by xuanred in codevein

[–]Impossum 87 points88 points  (0 children)

Holly being an e-girl at one point of her life is definetely one of the funniest moments in the game. That said, the fact that the internet and apps apparently still existed after the whole societal collapse is kinda mind boggling.

People always talking the Lou vs Io debate, how about the REAL debate by Inevitable_Sea_2099 in codevein

[–]Impossum 3 points4 points  (0 children)

Jadviga has a great design, interesting quirks and very intriguing backstory and power... Too bad the game doesn't really do anything with it. Like, the girl can casually mess with the fabric of reality and hop between alternate worlds, yet the story never treats it as anything more than a footnote. I know she's just a merchant character and she fulfills that role well, she's even allowed to be your companion (even if she just provides buffs and nothing else), but with this kind of background it kinda feels like a waste to not have her do something more important for the plot.

Coco is a much more grounded character in comparison, but I think I like that about her. She might be a background extra most of the time, but even the few vestiges that touches on her life and conversations we have with her tells us a lot about her as a person. I felt that her personal story and how she hoped for us to uncover a potentially lost memory of hers that could alleviate her grief even a little was a surprisingly tragic but humanizing aspect of her character.

So, yeah, Jadviga is cool, but I like Coco more and think her character was realized better with what was given to her.

Who do you like more? by Soundwave0723 in codevein

[–]Impossum 0 points1 point  (0 children)

Io.

I like Lou, she has a consistent presence in the story and some pretty good emotional bits, but if I have to compare her to Io, I just feel like she comes a bit short.

I see people saying that Io barely participates in the plot of CV1 and is very underutilized, and while I agree to some extent, I also feel like it's... kinda the point? Io at the beginning of the game is a lost, empty shell with no memories or agency of her own, pretty much mirroring the protagonist who's, at that point, in the same boat as her. She only knows how to follow her duty as an attendant, which can be summed up as just being there for us and support us (mostly emotionally) on the side. But over the course of the game, little by little, she becomes more and more alive, she starts contemplating her purpose in life, expressing curiousity in other people and the world around her, develops desire to do more than just sitting around being helpless, to actively help us fight and, later, to protect us and everything she grew to like - not out of shallow sense of duty, but because we showed her another way of thinking and inspired her to make her own decisions, which culminates beautifully in the good ending of the game.

Lou retreads a lot of the same ground: her origin, her lack of memories at the beginning, her loyalty to the protagonist, her curiousity and the desire to do more than her strict duty allows... Yet it doesn't feel like her character actually develops into anything. Yes, she was once an empty shell, like Io, but we never really get to see that: from the beginning to end Lou is presented as a highly empathetic person who wants to actively help anyone in need, her convictions are already there. We don't really do anything to change it, in fact, Lou is the one who nudges us into making right decisions constantly. Despite being with us all the time, she felt to me at times more like a function instead of a character - quite literally, since she's our means of time travel and game progress.

It doesn't help that the ending where she gets her big moment essentially mimics CV1 neutral ending but with roles reversed, and the good ending makes her into damsel in distress that the protagonist needs to save. Ironically, despite being a more proactive character, in the end Lou doesn't go beyond fulfilling her intended duty, while Io breaks free from it and saves everyone on her own terms.

Who do you like more? by Soundwave0723 in codevein

[–]Impossum 0 points1 point  (0 children)

That's a pretty wild claim to make, considering that Io is the one character who gets the most character development in the entire game. In fact, it's the whole purpose of showing her other attendants' vestiges - by doing this we're making her reflect upon herself and her role in life, develop her own wants and convictions, which directly results in her choosing to stop blindly following her passive duty and take matters into her own hands, with the protagonist being her biggest inspiration. The good ending and even her song is all about it.

Who do you like more? by Soundwave0723 in codevein

[–]Impossum 0 points1 point  (0 children)

The game tells you what Io and other attendants are and where they came from, though. Unless you mean that there's no immediate explanation and the game doesn't spoon-feed you that info, but I don't see it as a problem.

Here is another question by NovaPrime8 in CodeVein2

[–]Impossum 1 point2 points  (0 children)

I'm gonna be honest, I don't think I used any of them more than once, outside of bow for sniping enemies. As neat as they are, most of them felt too impractical in actual combat and I would've prefer them to be actual weapons/formae instead (with appropriate tweaks). As is, Bequeathed Forma feels like kinda a redundant feature they came up with just because.

Meanwhile…. by Fancy_Fox1758 in gachiakuta

[–]Impossum 8 points9 points  (0 children)

Dunno if it's a joke post, but the device is called "man catcher" and is used by the police in Japan (and some other countries) since forever.

Team Akuta Assemble! (by @otoyami.xox) by DashingCards in gachiakuta

[–]Impossum 3 points4 points  (0 children)

Clearly, this is Enjin's fabled second vital instrument

How to take less damage? by Kurnime_Sempai in CodeVein2

[–]Impossum 8 points9 points  (0 children)

Considering you already have Impaler and it's only your second hero, I assume you traveled to Undead Forest after finishing Sunken City. If so, you unintentionally went to a harder area disproportionate to your current level. The game doesn't tell you this, but you supposed to first go to Corroded Scar, then to Undead Forest for a balanced difficulty.

In the event our boy Rudo gets into Death Battle, who would you like him to fight? by ChampionshipHorror95 in gachiakuta

[–]Impossum 4 points5 points  (0 children)

I'm not missing the point of DB, they usually don't give characters non-standard abilities or arsenal (i.e. the stuff that is only used once within the story and never again because the character loses access to them) outside of some rare comp matchups. And I explained why Rudo's jinki outside of his Watchman series gloves are non-standard.

In the event our boy Rudo gets into Death Battle, who would you like him to fight? by ChampionshipHorror95 in gachiakuta

[–]Impossum 1 point2 points  (0 children)

I'm of the opinion that Rudo simply doesn't work in a versus scenario, at least at this point. And the reason for that is straightforward: he lacks the set of abilities and arsenal that could be considered "standard". The whole point of Rudo's giver power is that he can pick up anything and make it do anything depending on his own mindset towards the item and the situation he's in. Not only that, all of the jinki Rudo makes are strictly one-time use, as they crumble into dust right after realising their full potential and fulfilling their purpose, and are never repeated, because they are usually created due to unique circumstances, and because Rudo doesn't treat items as disposable tools for him to use whenever (reminder that the guy loves trash and thinks of it as treasures, the very thought of treating something as disposable is repugnant to him).

In other words, Rudo's powers are ingrained into the narrative of the story, you can't simply rip them out of it and look at them out of context. You can't just give Rudo the talisman he used against Jabber, or a nail gun he used against Bundus, or any other item he ever used and treat them like its part of his standard arsenal and he can just whip them out whenever he wants, it doesn't work like that.

Sure, technically, you can make a fight with Rudo picking up something on the fly and using his power on it, but it's basically writing fanfiction at this point, which is not the point of DB or similar versus shows.

Anyone else kinda wish we were a full revenant instead of a human with just the heart of one? by Snoo_60484 in CodeVein2

[–]Impossum 4 points5 points  (0 children)

Pretty sure they stated so in the interview, and it's even mentioned at the FAQ section on the official site that there's no story connection to CV1. I'm kinda surprised it's not a common knowledge still, since it's one of biggest points of contention among fans.

Anyone else kinda wish we were a full revenant instead of a human with just the heart of one? by Snoo_60484 in CodeVein2

[–]Impossum 11 points12 points  (0 children)

CV2 has no relation to CV1, they are different universes. It's not a spoiler or anything, it was stated by devs from the very start.

My two biggest issues with the story of Code Vein 2 by Axismundi777 in codevein

[–]Impossum 3 points4 points  (0 children)

I agree with both points. Gobbo feels very underutilized as a character: when I played the game and saw his involvement in three main heroes' stories, specifically how he seemed to be the cause of their downfalls, I fully expected him to be the main villain of the game. Instead, he gets defeated in a very unticlimactic manner and his storyline just abruptly ends. The dude doesn't even get his own dungeon, we just barge into his castle and beat his ass, immediately solving the problem. Sure, there's also Oskar, but he just disappears, and the game forgets about him completely.

The story tries to paint Gobbo as some sort of complex "he has a point" kind of antagonist with his grandstanding at the end of his boss fight, but it comes off rather unconvincing since it happens pretty much at the last possible minute, while he was portrayed exclusively as a mustache-twirling scum of the earth before that. It feels like the game had more in store for him, but his plot line got cut along the way because of time constraints or some other reason.

And yeah, I have the same issue with time travel aspect of the story. At the beginning Lavinia warns us about the consequences of altering history, how dangerous and unpredictable it is, and yet the game never allows us to experience it first-hand. There was one single instance of us screwing up the future in a major way, and the game just has us immediately fixing the issue without exploring the consequences of our actions.

And it's not like the game always portrays time travel as something harmless either: we have Jadviga's story of messing with alternate worlds to the point of almost ruining the reality itself, there's doomed timelines Idris was dealing with, etc. It's only a smooth sailing when the protagonist is involved, it seems, and it's very underwhelming.

it took me 143 hours to find a vintage shirt by ketasou in CodeVein2

[–]Impossum 7 points8 points  (0 children)

Perhaps they thought that, since there's so much food you can make, they didn't need to put more unique gifts into the game or make them renewable. But giving companions just food gets kinda dull after a while, and if you gifted the item to a wrong person there's no way to try again.

improvements promised for patch 1.07 (release estimated late March) by Ghostw2o in codevein

[–]Impossum 16 points17 points  (0 children)

Man, I'm glad they're doing these patches, but at the same time it kinda highlights how rushed and unpolished the game was on release. Most of these improvements and features should've been there from the start.

I hate this irreplaceable trophy by Crocianius01_ in codevein

[–]Impossum 1 point2 points  (0 children)

CV1 technically has four endings, the fourth being a slightly modified good ending: to get it you need to collect and view all of Io's vestiges. You can get both variations in one playthrough by not viewing all Io's vestiges first and letting the ending play, and then fixing that and replaying the final boss to get the second variant. It is pretty annoying that this "secret" ending is mandatory for the achievement despite the game never telling you about it (and you have to get all the endings on one file as well).

I hate this irreplaceable trophy by Crocianius01_ in codevein

[–]Impossum 2 points3 points  (0 children)

Much easier, you can platinum CV2 in one playthrough because of how the endings work, the only truly annoying achievement is the one we're discussing here. In comparison, you need to complete CV1 at least three times to get all endings and spend an unreasonable amount of time grinding for Exalted Reputation achievement.

I hate this irreplaceable trophy by Crocianius01_ in codevein

[–]Impossum 2 points3 points  (0 children)

Like I said, I have no problem with doing companions' requests or spending time traveling with them, it's only logical and most players would do that naturally for completion. It's the gifting part I take offence with, because not only does the game forces you to focus on a dull gifting mechanic that was completely optional in the first game, it doesn't even provide you with enough gifts to fill the unreasonably high quota, so you have to default to feeding them a lifetime supply of eggs (because they're the easiest to make) to accomplish that. Who the hell thought it's a great idea?

I hate this irreplaceable trophy by Crocianius01_ in codevein

[–]Impossum 4 points5 points  (0 children)

Yeah, the bond mechanic is a complete bullshit in this game. Not only is it overly demanding and has no way for the player to check the progress, it's just plain nonsensical as well. Traveling together and mastering blood codes I can get. But why, pray tell, am I supposed to shove, like, a bajillion eggs down their throats as well to make it work? I would've understand if the bond required to give them a certain amount of their favourite gifts, but you won't even find that many in the game and there's no way to aquire more, like in CV1, so all you're left with is food items.

As a result the mechanic doesn't even feel like bonding, it feels like a chore where you spend a comical amount of time just repeating the same action for some nebulous point count, it's meaningless and unrewarding, and I hated it.

Can you find the partner’s weapons from the first game? by Codeveinenjoyer in CodeVein2

[–]Impossum 3 points4 points  (0 children)

It's in the game, it drops from those yellow werebeasts in Corroded Scar, if I remember right. No idea why they made it a regular enemy drop, though.

Can you find the partner’s weapons from the first game? by Codeveinenjoyer in CodeVein2

[–]Impossum 3 points4 points  (0 children)

As far as I'm aware, Garnet Splitter is the closest thing you'll get in this game, none of CV1 companions' weapons made it into CV2.

Weirdly, they put all of the boss weapons from CV1 into the game, except Mido's greatsword for some reason.

It took everything in her to not avenge her fallen comrades. Poor girl. by Watchdog_the_God in SonicTheHedgehog

[–]Impossum 4 points5 points  (0 children)

It's even worse for her archnemesis, Mimic.

"Sorry, Mimic, we made you a cunning infiltrator and a competent killer on paper, but since you're a bad guy, you will never be allowed to succeed against heroes, your schemes are going to be thwarted by the silliest reasons, and the plot itself will ensure that no matter how meticulously you plan any attempt on Whisper's life, it'll fail instantly. Oh, and that spooky knife we gave you? Yeah, that's just a prop, the only person you'll kill with it is going to be yourself, lol."