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Topic | So it's been over 8 years now, why haven't you played Undertale? |
ArtiRock 10/21/23 10:28:24 AM #40: | UnfairRepresent posted...
Several RPGs have had weapons that have storyline significance. This is nothing special in the least. A lot of western RPGs weapons will have significance and aren't just "some random weapon you buy at the store." Which isn't particularly interesting. And I have no idea why you'd even count this as something that's significant. In many cases, it barely makes a difference. It's not a particularly interesting combat alterations. It's certain not changing my approach to combat. It just gives you things that help you in slightly different ways. Using equipment as items has been a thing in several RPGs from as early as games like Final Fantasy 1. You can't be serious on thinking this is interesting. It's an indie game. And Japanese games tend to have a ton of puns. No. I said... It barely has much outside of slight differences. Hence me saying "Paper Mario" style upgrades, as Paper Mario upgrades are simplistic and nature and generally change things about attacks. IE, you put on a badge that makes you immune to spike damage. There's no attack increase, but changes how you can approach combat differently. You can now jump on flying enemies with spikes. I meant what I said, and you confirmed it with what you're saying. Yes, and when a person could potentially go through a game and not notice the effects of equipment, that literally solidifies my argument through your own acknowledgement that people could possibly not pick up on what equipment does. No, it's kinda like playing a game and being told that the differences between a red and blue soccerball are super significant because the red ball is owned by Marco and the blue ball is owned by Luis. UnfairRepresent posted... I mean at the very base level yes, "kill everything" is obviously bad and "Don't hurt anyone" is obviously good but reducing the story/gameplay down to that seems pretty silly.Because that's what it is. A non-lethal playthrough of MGS2 is significantly more challenging to do. Try doing something like that in Deus Ex or Alpha Protocol or Planescape... It has some different implications and adds a significantly different approach to tackling the game. It's a shitty metanarrative that shoots itself in the foot. "Friends" yes, the people that were all trying to kill you. That's exactly what I would call a friend. The people that you could spend most of it running from when combat presents itself. You mean name games that had good and evil systems before 2015? KOTOR, KOTOR2, Alpha Protocol, Fable 1-3, Jade Empire, Dragon Age all of them (they don't specifically monitor them, but the game keeps track of them for you). That's like... 10 right there. All pre 2015. Like seriously, this wasn't breaking any new grounds. Like... Every Bioware game made it a thing, and that's before you even count games like Wasteland or Fallout or anything that tries to resemble DND. --- This is the duty of the Grim Angels. ... Copied to Clipboard! |
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