AgenTBC wrote...
pffft. Planescape: Torment.
I've shed many a tear from that game, tears of boredom...
AgenTBC wrote...
pffft. Planescape: Torment.
Modifié par RPGmom28, 28 novembre 2009 - 09:31 .
marshalleck wrote...
It's just a video game.
Guest_Caladhiel_*
He didn't rip open the fade, and you do know what happened if you talk to him about it. Connor himself tells you - after Jowan was imprisoned for poisoning the Arl, he snuck into his room and looked through the books that Jowan never let him look at, because he wanted to help his father, since his mother was so sad. Presumably the ones on blood magic and such. He got the attention of the demon, who talked to him in his dreams, offered to help, naturally being only a kid he was easily duped and agreed to some very bad terms to the deal.adam_nox wrote...
Koyasha wrote...
What I really wanted was an option to kill Isolde directly, and tell her why. I usually pick the blood magic ritual just because it kills her. And then I make a deal with the demon, so her sacrifice is for nothing. Reasons be damned, she aught to be executed for what she's done. Jowan tried to kill ONE GUY, and he regretted it. Her actions caused the deaths of hundreds, and she never really takes full responsibility for it if you let her live.
That's a bit of a stretch. Firstly, the story with the kid able to rip open the fade is silly, or the circle would have been destroyed by kids long ago. Secondly, you don't really know if it was jowan or the kid at this point in the game, and honestly you don't 100% ever know. Thirdly, unknowingly making the world vulnerable to the malicious intentions of a demon is not nearly as wrong as knowingly trying to murder someone. The demon is really to blame for the trouble, assign blame where it's deserved and don't try to multiply it.
KnightofPhoenix wrote...
marshalleck wrote...
It's just a video game.
Video games are now imposing themselves as a new genre / method in story telling. A good video game is one which can stir up emotions.
This game made me sad, but it was not due to the Redcliff situation. Althought it was a complicated part of the story.
Modifié par marshalleck, 29 novembre 2009 - 01:54 .
Psiok wrote...
My 2nd play through and I thought I'd chose the 'non-heroic' route. All was swell until I hit Redcliffe and did the Conner storyline. Any parent that can watch that unfold and not be disturbed isn't human. I've never had a computer game instill that type of emotion in me. Kudo's to the actors involved.
marshalleck wrote...
I think this medium is still far from what movies or theater are capable of. And far from books of course, but that almost goes without saying. Why? Because of the fickle tastes of video game consumers. Innovation, depth, complexity are words that lots of people throw around as something they desire in a game, but when those games come along they are routinely ignored or slandered for defying convention. Just look at some of the reactions to DAO's supposedly mature themes and situations: shock, confusion, anger. Bioware are largely prevented from creating something truly epic and stirring due to the economic realities they have to contend with: they have to please the lowest common denominator in order to drive sales.
Bioware always do it better than everyone else, and I love them for that, but at the end of the day I feel like their hands are tied by their very own audience. Gamers are on average a pathological lot. They complain about rehashed ideas, bemoan the overuse of the same old character archetypes. But when it comes time to spend money, where do they flock? World of Warcraft, Modern Warfare 2.
Modifié par Suprez30, 30 novembre 2009 - 05:53 .
Modifié par CoM Solaufein, 30 novembre 2009 - 08:53 .
Psiok wrote...
My 2nd play through and I thought I'd chose the 'non-heroic' route. All was swell until I hit Redcliffe and did the Conner storyline. Any parent that can watch that unfold and not be disturbed isn't human. I've never had a computer game instill that type of emotion in me. Kudo's to the actors involved.