The General Videogame Thread

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Let's say you spent too much time exploring the map and/or completing GIGs, side quests or random stuff, after 30 hours
I think it's less like this, and more like:
1) You have several quest lines, let's imagine Panam, Goro, Rouge and Johnny;
2) You can complete Panam's questline, which will give you some benefits in the final battle, but now you have time to complete either Goro's questline or Rouge and/or Johnny's;
3) If you chose to complete Goro's questline first, you'll have to choose between completing Panam's quest or Johnny's quest - and so on;
4) Last - but not least - none of it prevents you from going around the world, clearing points of interest and completing minor side quests, as the "timer" only counts for "main quests".

I perfectly understand your concerns, because racing against the clock was pretty stressful in Fallout 1 and even more so in Dead Rising, but from what developers have said, it's not that:
1767623849944.png


Explanation:
 
I think it's less like this, and more like:
1) You have several quest lines, let's imagine Panam, Goro, Rouge and Johnny;
2) You can complete Panam's questline, which will give you some benefits in the final battle, but now you have time to complete either Goro's questline or Rouge and/or Johnny's;
3) If you chose to complete Goro's questline first, you'll have to choose between completing Panam's quest or Johnny's quest - and so on;
4) Last - but not least - none of it prevents you from going around the world, clearing points of interest and completing minor side quests, as the "timer" only counts for "main quests".

I perfectly understand your concerns, because racing against the clock was pretty stressful in Fallout 1 and even more so in Dead Rising, but from what developers have said, it's not that:
View attachment 11430835

Explanation:
Ah ok, so it's better and quite reassuring. Not what I understood when they presented it a while ago. Because to be honest and well, to call a cat a cat, for me time sensitive stuff isn't only frustrating, it sucks...
So it will be a bit like Persona games if you played them, which it's perfectly fine :)
 
But still, I will wait until some reviews anyway :)
Same for me. We don't know enough yet. The way I read it, which might be wrong, is that the narrative is framed as a 30 hour window, but you can basically choose to progress those hours whenever you wish. That's what I'm having a hard time envisioning being immersive. But I might be wrong. Looking forward to finding out more about the game, because graphically it's beautiful.
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I think it's less like this, and more like:
1) You have several quest lines, let's imagine Panam, Goro, Rouge and Johnny;
2) You can complete Panam's questline, which will give you some benefits in the final battle, but now you have time to complete either Goro's questline or Rouge and/or Johnny's;
3) If you chose to complete Goro's questline first, you'll have to choose between completing Panam's quest or Johnny's quest - and so on;
4) Last - but not least - none of it prevents you from going around the world, clearing points of interest and completing minor side quests, as the "timer" only counts for "main quests".

I perfectly understand your concerns, because racing against the clock was pretty stressful in Fallout 1 and even more so in Dead Rising, but from what developers have said, it's not that:
View attachment 11430835

Explanation:
If that's the case, then I don't have such a problem with it.
 
Ok, anyone who is confused about the mechanics of these "time restrictions" I direct to their gameplay showcase, where they explain how it works:
Whenever you see an hour-glass icon near a dialogue option - that means that it will push the time forwards, like in this case:
1767635935871.png

Normally, your dialogue options and quest objectives won't have them, like here, so the time won't move:
1767636009215.png

That means that as of currently, Coen can stare at the wall for 80 real life hours, farm bandits, collect question marks, play dice (hopefully) and the time will be eternally Noon of day 8.
But when you do see an icon like this:
1767636118470.png

and go finish this quest, the time will go from Noon to Afternoon, as in, move forwards:
1767636242448.png

Ta-da, now you've moved the story forward.
 
Ok, anyone who is confused about the mechanics of these "time restrictions" I direct to their gameplay showcase, where they explain how it works:
Whenever you see an hour-glass icon near a dialogue option - that means that it will push the time forwards, like in this case:
View attachment 11430846
Normally, your dialogue options and quest objectives won't have them, like here, so the time won't move:
View attachment 11430847
That means that as of currently, Coen can stare at the wall for 80 real life hours, farm bandits, collect question marks, play dice (hopefully) and the time will be eternally Noon of day 8.
But when you do see an icon like this:
View attachment 11430849
and go finish this quest, the time will go from Noon to Afternoon, as in, move forwards:
View attachment 11430850
Ta-da, now you've moved the story forward.
Well, I'm still not sold... The timer to answer still worry me :D
Did they said if we will be able to save whenever we want and as much as we want?
If not, it's definitely a big red flag for me :(
 
Well, I'm still not sold... The timer to answer still worry me :D
Did they said if we will be able to save whenever we want and as much as we want?
If not, it's definitely a big red flag for me :(
When you've said "save", I though you were talking about saving people, lol.
They didn't specify about the save system, google AI seems to think that the game will have a standard save file system and the woman in the gameplay demo does say "Let's load a safe file of this quest in the night".
Considering that they've worked on Witcher 3 and Cyberpunk 2077, I think saving whenever is a given - it's not like a certain Japanese studio that decided it would be a perfect idea for an open world game to have save points in only specific locations *wink-wink*.
 
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At the moment, LA Noir is on sale on Steam for $6. It's one of those rare games that's both excellent, and unique enough that I don't really know what to compare it to. It was Rockstar trying to do something cerebral.
 
At the moment, LA Noir is on sale on Steam for $6. It's one of those rare games that's both excellent, and unique enough that I don't really know what to compare it to. It was Rockstar trying to do something cerebral.
It's a great game. I've had it for many many years, but haven't gotten very far. Need to finish it one day...
 
It looks fantastic and I can't wait to play it!
Ah, the good old days with previous Fable games :coolstory: I think the second one was my favorite? Can't even remember anymore. I'm also_very_ interested to hear more about this new game = ) At least the trailer looks very Fable, so that's definitely a good start.
 
Ah, the good old days with previous Fable games :coolstory: I think the second one was my favorite? Can't even remember anymore. I'm also_very_ interested to hear more about this new game = ) At least the trailer looks very Fable, so that's definitely a good start.
My favorite still the first one. One of the best game on Xbox OG for me. Can't wait to kick chickens again :p
 
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3 exists. It is a game that people can play.
I played it and it wasn't too bad. As far as I can remember. Definitely not 1 or 2 level of greatness, but okay. I never finished it though.

Let's hope that this new game will be more in line with those first two games.
 
I still think 1 was the best. Crazy levels of innovation for the time it came out.

2 had a bigger and more detailed world, guns were cool, some nifty combat tweaks...but it just didn't have quite the same charm or sense of building a truly unique character for my tastes. Everything felt more like a "toy" than a game.

3, to me, was just boring. I was really excited at the start, and I liked the concept of mixing the magic gauntlets a lot...but the execution got really old, really fast. I hated the "hub" mechanic with a passion. I hated how weapons worked. I hated the limitations it introduced. I hated the loop: teleport to random spot-->fight I can't lose-->dog found something-->arena fight I can't lose-->dog found something-->boss fight I can't lose-->teleport back to hub. Repeat, repeat, repeat. And it did a terrible job of making the world feel cohesive. Even the map made it hard to tell where something was in relation to something else. Pretty game! But disjointed and very arbitrary. I feel like it wasn't actually done: like the studio simply bashed what they had together in a way that mechanically worked and hung the story and world-building out to dry.

I have hope for the new one, especially now that Molyneux has the technology to actually achieve some of his more ambitious ideas. I also think the industry is primed for something that completely breaks the mold of established gameplay tropes, and Fable is definitely a series to do it.
 
I have hope for the new one, especially now that Molyneux has the technology to actually achieve some of his more ambitious ideas. I also think the industry is primed for something that completely breaks the mold of established gameplay tropes, and Fable is definitely a series to do it.
Peter Molyneux isn't involved with this one though.
 
I miss the good old days when he was making videogame avatars that you had to train not to pick up villagers and eat them. An early less-than-successful attempt at some sort of videogame AI.
Heh heh heh -- I was just mentioning on Discord how I wish we could get a modernized Black and White. I think that would go over pretty well now. (And can you imagine how detailed the creatures would be, behavior-wise?)
 
U peeps talk about Fallout?

I played F3 and F4. From that, F4 was the one I wanted to revisit.
Thanks to an update, it became possible to run the game on new PCs, so I milked that heavily.

The thing is, I hated the building aspect of F4 on my first gameplay /when it was released, but it has become the main thing I play it for now. After a while, I grew to appreciate the urbex aspect of it as well. The world size was monumental for the time. Nowadays the world does feel a bit small but it still packs a punch.
 
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