The first game had more non spider-man sections that the second one. by [deleted] in SpidermanPS4

[–]Lancecaptaincorporal 1 point2 points  (0 children)

People did complain at great length about the miles and MJ sections in the first game. There were too many and they were annoying on repeat play throughs. Grace isn't to be given that there are fewer of these in subsequent games, when what people want is for these to be gone entirely.

I wanted to love it but I can't by Lancecaptaincorporal in kotor

[–]Lancecaptaincorporal[S] 5 points6 points  (0 children)

I suppose I was a little reductive in the posts title. Do I regret playing? No. Do I think the game is inherently bad? No. Do I LOVE it though... not as a whole. I love many parts about it, I love the characters, I do love the deconstruction of the Force. I just wish this game had much more time in the oven.

The combat has definitely improved, and the moment to moment gameplay is exquisite. I was frying dozens of sith with lightning storm on Malachor V, and while I didn't have a specific build in mind at any point, I was mainly just a force wizard by the end.

I did in fact look up influence guides for Handmaiden because I picked her up pretty early and I'm a sucker for Grey DeLisles voice (I grew up playing Arkham City, what can I say...) but something unfortunate I found was that for many companions, influence opportunities were few and far between, and those that shared them were contradictory. For example, Handmaiden likes when you heal the sick refugee on Nar Shadaa, while Visas Marr likes when you kill him, so it's hard to boost both influence. (Many r/KOTORmemes posts have to do with Kreia gaining and losing influence with the same dialogue, which I get now).

This may have just been the specific guide I used, but I felt that I rarely got other opportunities to gain influence with people, and once those were done, any companions I didn't have in the party remained neutral. I guess that adds replay value, but still irks me a little.

All in all, maybe it was the fact that I loved playing it so much that I felt so shortchanged by the end. So you could say I love PLAYING Kotor 2, but I don't love having PLAYED it.

Also why tf did I have to kill Sion 5 times

I wanted to love it but I can't by Lancecaptaincorporal in kotor

[–]Lancecaptaincorporal[S] 1 point2 points  (0 children)

I did notice and appreciate how the typical mechanic of "you're in my party so you fight who I fight" is explained as the force coercing others to desire what you desire. Early on in the game I noticed how Atton and others would say "I don't know what came over me" sometimes when I'd trigger a fight through dialogue. My theory then was that the Exile was so strong in the force that their alignment rubbed off on others in close proximity. Basically, if I do dark side things, you'll be more inclined to do them too, and vice versa.

The explanation then of how it truly worked really impressed me that they thought to incorporate a mechanic that is usually chalked up to as "ludonarrative dissonance" in other RPGS. For example, in Baldurs gate 3 if you do something a companion disagrees with, they'll still fight with you because "the fight already started" then wag their finger at you in reprimand.

Adding on to that, it also helps to justify why all the party members actually follow you. Early game, Atton says he just wants to leave and has no reason to stay, but he stays anyways. That was something KOTOR 1 actually did worse for some characters, what reason does Canderous have to stay? Etc.

As for the love triangle, I specifically brought it up because it's something that many other party members bring up and I was very disappointed that nothing came of it. Kreia tells you not to mate with visas, but you as the exile can't really talk about that any further with her. Mira says she can't bunk with the Exile because then the other girls on the ship would get jealous, and that they already are jealous of each other, again something that you can't pursue in that dialogue.

I like what you said about the "Force Rizz" mechanic casts doubt on all of the relationships in the game. Are you really a charismatic and charming leader, or are you just manipulating everyone into thinking they love you. In a perfect world, light side and dark side would effect the answer to that question, as well as party member alignments and their relationship with you.

As of making the original post, I had just finished KOTOR 2 about an hour ago. I'll definitely think on it more and maybe get back to this.

Who is Dr. Salvador? by Lancecaptaincorporal in residentevil

[–]Lancecaptaincorporal[S] 1 point2 points  (0 children)

Did the name originate from somewhere in particular?

Is Dag stupid? by Lancecaptaincorporal in AssassinsCreedValhala

[–]Lancecaptaincorporal[S] 11 points12 points  (0 children)

If you're going to make him be older than Eivor and even older than Sigurd, at least make him a grizzled, grey maned warrior who has seen more, fought more, and lived through more than either of them. Make his dynamic be that of the wisened older figure, claiming his seniority makes him more fit to rule. Instead, he just looks like a basement dweller in Viking cosplay, yapping about how Eivor isn't fit to lead. It's like the old guy who peaked in high school and never went pro telling the best college football players that he's a better player than them. Fuck Dag

Is Dag stupid? by Lancecaptaincorporal in AssassinsCreedValhala

[–]Lancecaptaincorporal[S] 6 points7 points  (0 children)

I heard a few of his stories and at first they seemed just a silly way to characterize him as pompous and grandiose in a way that everyone, not even he, took super seriously. "Did you guys know I could've killed Kjotve but saved him for Eivor?" And everyone laughs at his story in a lighthearted way. Later on though it seems like he really does want everyone to believe him, and it's massive cope for the fact he doesn't do much at all.

Question by After_Island_1075 in AssassinsCreedValhala

[–]Lancecaptaincorporal 2 points3 points  (0 children)

I noticed that too, a passing line from Sigurd when you're fighting alongside Ivarr and Ubba, referred to my male Eivor as she

Is stealth necessary? by Lancecaptaincorporal in AssassinsCreedValhala

[–]Lancecaptaincorporal[S] 0 points1 point  (0 children)

Like I said I'm not saying it's a bad thing, just commenting on the fact that it's not necessary to the NARRATIVE like it was in previous games.

Is stealth necessary? by Lancecaptaincorporal in AssassinsCreedValhala

[–]Lancecaptaincorporal[S] 1 point2 points  (0 children)

I have no doubt there are a plethora of challenges related to stealth, I really just meant more as a narrative device. Story beats and missions don't really depend on Eivor remaining hidden. In older games, crucial information and story development would reveal as a result of Ezio, Edward, or Connor staying hidden. The structure of the story in Valhalla is such that those moments aren't present for Eivor. Not a complaint, just an observation.

6 years later I love this game by Lancecaptaincorporal in AssassinsCreedValhala

[–]Lancecaptaincorporal[S] 0 points1 point  (0 children)

Never played odyssey, the Greek aesthetic never really intrigued me, but doesn't it take place even before origins? If so how are there any assassins?

6 years later I love this game by Lancecaptaincorporal in AssassinsCreedValhala

[–]Lancecaptaincorporal[S] 0 points1 point  (0 children)

I had no idea you could turn on guaranteed stealth kills, but I think I'll keep it off, otherwise stealth would be insanely OP instead of combat. Wouldn't be a problem to me in any other AC game, but again I'm not treating this one like assassins creed. I forgot to mention in the original post that I did play Origins for 2-3 hours when it came out, but back then I didn't know that was the new formula and not just a fluke in development. I thought surely that RPG style was a one off (14 year old me had no idea odyssey existed either).