Psy-Phi said:Do you have to disable 720p to get the game to show in 1080p? Or is there some trick I don't know about to get the PS3 to always use the highest a game supports?
There are a lot of side-quests with keys for rewards, so you'll be able to open locked chests before you know it.tjohn86 said:I keep running into chests I dont have keys for. I clear the areas and still don't have keys. Kind of annoying, otherwise this game is great!
tjohn86 said:I keep running into chests I dont have keys for. I clear the areas and still don't have keys. Kind of annoying, otherwise this game is great!
sdornan said:Completely stuck at theand theswampwho kill me in one hit. Not sure how to procede really; almost feel like giving up. Sucks cause I enjoyed the game up until now.burned up town with giants
Atomski said:I have a bunch of keys now and can't find any chests. Figure the chests at the starting of the game can not be any good loot wise.
Good game so far. I actually love the voice overs. DeathSpank has a The Tick kinda feel to him. Feels like some crazy cartoon I'd watch when I was younger.
DittoGhost said:Just got to the first town last night, loving the game, hope its as long as the world map makes it look.
I'm getting into the melee stuff now I've worked out that blocking is essential, I wish there was a bit more depth to the ranged stuff, I haven't even seen a replacement for my starting crossbow yet (maybe that comes later?). Story seems really well done as well, typical Gilbert twists and turns that works so brilliantly in games.
I love the adventuring stuff too, it's definitely 'point and click lite' but it works really well in context, my only gripe is that reading the conversation choices kinda spoils Deathspanks delivery, I think Bioware's approach of giving you general idea of what you're going to say works a lot better.
I guess I consider myself blessed to not be able to notice tearing.soldat7 said:It tears like a banshee at 1080p, but at 720p, it's not too bad.
That was a conscious decision made to enhance "teh funny". I originally had a rather long dissertation here on the nature of dialogue trees, but I think I'm the only one who would care. Long story short, the dialogue choices themselves are part of the joke. "Intent" dialogue choices just cover for lazy writing. Don't even get me started on Mass Effect's dialogue "trees".Ghost said:I love the adventuring stuff too, it's definitely 'point and click lite' but it works really well in context, my only gripe is that reading the conversation choices kinda spoils Deathspanks delivery, I think Bioware's approach of giving you general idea of what you're going to say works a lot better.
I listened to the recent hotspot podcast which had an interview with Ron Gilbert. He mentioned teaming up with someone called Shawn for a lot of the dialogue. That's you?Sqorgar said:That was a conscious decision made to enhance "teh funny". I originally had a rather long dissertation here on the nature of dialogue trees, but I think I'm the only one who would care. Long story short, the dialogue choices themselves are part of the joke. "Intent" dialogue choices just cover for lazy writing. Don't even get me started on Mass Effect's dialogue "trees".
Sqorgar said:That was a conscious decision made to enhance "teh funny". I originally had a rather long dissertation here on the nature of dialogue trees, but I think I'm the only one who would care. Long story short, the dialogue choices themselves are part of the joke. "Intent" dialogue choices just cover for lazy writing. Don't even get me started on Mass Effect's dialogue "trees".
Dialog choice are suppose to represent exactly what you want, so the responses and following dialogue needs to be much more interesting.xbhaskarx said:I'm really enjoying this game, and I'm even managing to tolerate the humor without skipping the dialog, but by criticizing Mass Effect you have gone too far.
How are Mass Effect's "intent" dialog choices "lazy writing" when the full dialog that is actually spoken by the characters is presumably written by the dialog writers as well?
I wish every RPG had Mass Effect style dialog trees and intent dialog choices...
Salz01 said:I smell a thread derail here. But, the Mass Effect Dialog trees are a bit over hyped. Pick the top one for a 'good alignment response' pick the bottom one for a 'bad alignment response'. You dont even have to put too much thought into what they are saying if you just care about picking up paragon or renegade points, you pick either top or bottom.
Well, it's Sean, but yeah. And the way he tells the story makes me sound totally pathetic. In my version of the story, I look like Fabio... but more manly.Sectus said:I listened to the recent hotspot podcast which had an interview with Ron Gilbert. He mentioned teaming up with someone called Shawn for a lot of the dialogue. That's you?
It's lazy writing because the choices don't matter. If you were to write out the three options, you'd end up with choices like:xbhaskarx said:I'm really enjoying this game, and I'm even managing to tolerate the humor without skipping the dialog, but by criticizing Mass Effect you have gone too far.
How are Mass Effect's "intent" dialog choices "lazy writing" when the full dialog that is actually spoken by the characters is presumably written by the dialog writers as well?
Fully agreed.Sqorgar said:Well, it's Sean, but yeah. And the way he tells the story makes me sound totally pathetic. In my version of the story, I look like Fabio... but more manly.
It's lazy writing because the choices don't matter. If you were to write out the three options, you'd end up with choices like:
"I don't think I'm going to do that."
"I'm not going to do that."
"No way am I going to do that."
And that's assuming that the actual dialogue even remotely resembles the intent you chose. More often than not, I had the impression that the resulting dialogue fit better with one of the intents that I didn't select. Sometimes, the character would say something that is completely opposite of what I selected, which was distracting and annoying.
Mass Effect has less choice than most dialogue trees, but they hide it behind intent selections so you don't realize that all the options lead to the same dialogue. If they removed the selections completely (and outside of a few points in the game, they might as well), you'd be looking at ten minute cut scenes with at most one interactive choice - which usually boils down to goody-goody, bland, or douchebag. In very rare cases, if you put your points into charm or intimidate, you can select SUPER goody-goody or TOTAL douchebag.
I also hate the "investigate" trees. I much prefer having dialogue choices there than a bland menu of things to ask about. Having actual dialogue choices gives you more context to why you are asking about something and how important it is to the character. Would you rather see "investigate" -> "stories" or would you rather choose "Regale me with more glorious tales of yore, decrepit octogenarian!"?
Mass Effect is a good game. I enjoyed it greatly, despite its flaws. I just started Mass Effect 2 last week. But the dialogue system is just a fancy way of taking away interactivity while pretending to give you more.
Sqorgar said:Well, it's Sean, but yeah. And the way he tells the story makes me sound totally pathetic. In my version of the story, I look like Fabio... but more manly.
It's lazy writing because the choices don't matter. If you were to write out the three options, you'd end up with choices like:
"I don't think I'm going to do that."
"I'm not going to do that."
"No way am I going to do that."
And that's assuming that the actual dialogue even remotely resembles the intent you chose. More often than not, I had the impression that the resulting dialogue fit better with one of the intents that I didn't select. Sometimes, the character would say something that is completely opposite of what I selected, which was distracting and annoying.
Mass Effect has less choice than most dialogue trees, but they hide it behind intent selections so you don't realize that all the options lead to the same dialogue. If they removed the selections completely (and outside of a few points in the game, they might as well), you'd be looking at ten minute cut scenes with at most one interactive choice - which usually boils down to goody-goody, bland, or douchebag. In very rare cases, if you put your points into charm or intimidate, you can select SUPER goody-goody or TOTAL douchebag.
I also hate the "investigate" trees. I much prefer having dialogue choices there than a bland menu of things to ask about. Having actual dialogue choices gives you more context to why you are asking about something and how important it is to the character. Would you rather see "investigate" -> "stories" or would you rather choose "Regale me with more glorious tales of yore, decrepit octogenarian!"?
Mass Effect is a good game. I enjoyed it greatly, despite its flaws. I just started Mass Effect 2 last week. But the dialogue system is just a fancy way of taking away interactivity while pretending to give you more.
19Kilo said:Ok, glad I went with the XBLA version -the avatar award - link - is sweet (spoiler?)
No, of course not. In general, it's pretty difficult to write interesting, interactive dialogue for a character that isn't really that interesting - like a spy or a space marine. If the character isn't going to say something interesting or funny every time they are given the chance, the intent system (or the attitude system used in Alpha Protocol) gives the player a way to control the conversation without having to choose from a menu of boring items.Ghost said:I can totally see where you're coming from, the intent system (your descriptor is much better than mine so I'm stealing it) definitely allows Bioware to hide the some pretty shallow dialog trees, but I don't think it prevents anyone from creating a deep set of conversations.
That's my problem with Day of the Tentacle's dialogue. It's the approach they originally wanted for DeathSpank, where you get around 1-2 lines of dialogue per dialogue choice. If the player talks at all, it should be the player's choice what is said. I fought for a more Monkey Island / Grim Fandango approach of between 4-5 lines per choice. Rather than choosing the sentence to say, you are choosing the conversation to have. That way, the choice is the start of the joke rather than the punchline. Most of the time, anyway.My problem with the traditional system, as I'm sure you've heard a million times, is that I see a line on screen, it makes me laugh, then I select it, and I hear the character say it. It kinda feels like when you hear a funny joke and the guy next you laughs then immediately repeats it, it hurts the momentum of the conversation, and in the lengthy conversations the character starts to feel like an annoying parrot rather than my avatar.
It would've worked, but it wouldn't have been as funny (I think). I'd need to dig out the dialogue file, but I think there's a comment like, "I see you can read" which leads to the university discussion. I think the conversation flows a little better because it doesn't just jump to the university topic from out of nowhere. It comes up (un)naturally. Of course, I was told that she'd actually be reading something in game, which didn't end up being the case.For example, my favourite conversation so far was with the Taco lady in the first town you get to, we had a great totally irrelevant chat about her life, would it have been so bad if instead of seeing the full set of dialogue I saw:
Buy a Taco
Taco Stand
Orphans
Leave
Then after the first taco stand branch
Buy a taco
University
Orphans
Leave
Diseased Yak said:Only played about 45 minutes of this last night (PSN version) but so far I love it! The graphics are great, I love how the world scrolls off into the back ground.
The humor is top notch as well. I lol'd at this early exchange with the witch:
"What is my favorite color?"
"Plaid"
"Ok, that was a lucky guess... What number am I thinking of?"
"Plaid"
"Ok, this is getting eerie..."
Sqorgar said:Well, it's Sean, but yeah. And the way he tells the story makes me sound totally pathetic. In my version of the story, I look like Fabio... but more manly.
It's lazy writing because the choices don't matter. If you were to write out the three options, you'd end up with choices like:
"I don't think I'm going to do that."
"I'm not going to do that."
"No way am I going to do that."
And that's assuming that the actual dialogue even remotely resembles the intent you chose. More often than not, I had the impression that the resulting dialogue fit better with one of the intents that I didn't select. Sometimes, the character would say something that is completely opposite of what I selected, which was distracting and annoying.
Mass Effect has less choice than most dialogue trees, but they hide it behind intent selections so you don't realize that all the options lead to the same dialogue. If they removed the selections completely (and outside of a few points in the game, they might as well), you'd be looking at ten minute cut scenes with at most one interactive choice - which usually boils down to goody-goody, bland, or douchebag. In very rare cases, if you put your points into charm or intimidate, you can select SUPER goody-goody or TOTAL douchebag.
I also hate the "investigate" trees. I much prefer having dialogue choices there than a bland menu of things to ask about. Having actual dialogue choices gives you more context to why you are asking about something and how important it is to the character. Would you rather see "investigate" -> "stories" or would you rather choose "Regale me with more glorious tales of yore, decrepit octogenarian!"?
Mass Effect is a good game. I enjoyed it greatly, despite its flaws. I just started Mass Effect 2 last week. But the dialogue system is just a fancy way of taking away interactivity while pretending to give you more.
19Kilo said:Ok, glad I went with the XBLA version -the avatar award - link - is sweet (spoiler?)
I see it a lot like a magic trick. Most magic tricks will absolutely floor you, but when you find out how they work, they make you feel so stupid that you didn't notice. The most impressive magic I've ever seen has the lamest, most mundane, most obvious solution that you'll ever see. Sometimes, learning the trick spoils the effect, but you just have to make a effort to either overlook it or to appreciate it on a different level. Just remember, nobody loves magic more than magicians - and they know how all the tricks are done.AwRy108 said:Wow, great read here. I think you may have slightly soured my view of Mass Effect now; but I'm not complaining: sometimes it's good to have your eyes opened for you.
Like what? Spoilers pleaseXater said:Well finished the game and got 100% of the trophies. I really liked it but to end a downloadable game like this is really shameless.
Most definitely. If they only gave a short form of the dialogue choice, I wouldn't know what funny dialogue I am going to say.Sqorgar said:It would've worked, but it wouldn't have been as funny (I think). I'd need to dig out the dialogue file, but I think there's a comment like, "I see you can read" which leads to the university discussion. I think the conversation flows a little better because it doesn't just jump to the university topic from out of nowhere. It comes up (un)naturally. Of course, I was told that she'd actually be reading something in game, which didn't end up being the case.
Xater said:Well finished the game and got 100% of the trophies. I really liked it but to end a downloadable game like this is really shameless.