eulogize_my_baked_goods's forum posts

#1 Posted by eulogize_my_baked_goods (137 posts) -

Stafford, UK

#2 Edited by eulogize_my_baked_goods (137 posts) -

For me the core of the TellTale's TWD is not how to survive in a world gone to hell, but rather about the battle to retain your humanity when everything around you is doing its best to strip it away. With season 1 Lee's struggles (and every decision you made as him) were always placed within the context of doing the right thing for Clementine. She was the physical manifestation of your humanity. With season 2 Clem has no external representation of this idea and in many regards the premise of the season is the fight for her own soul. The potential paths have been laid out within the characters she has met along the way. Sarah; representative of what Clem would have been had she never met Lee. Luke; good hearted but ultimately handicapped by his own morality. Kenny; strong but driven by his blackened past, and every decision he makes having a direct connection to that history. Then you have Jane, who is also strong and resourceful, but singular and self-sufficient to a fault. She would (will?) prioritise her own well being by leaving the group behind and go it alone should the situation present itself. And at the far extreme, Carver. His humanity is all but lost at this point, believing that the only way to survive this world is to impose control over others by brute force. The conversation between him and Clem in the office makes it clear that his path is one equally valid for her, should she allow that side of her personality to come to the fore. As such my personal decision for Clem to have her stay and watch Kenny destroy Carver was one of pure reaction - to shut that door hard. However, in many respects I regret that decision because of what it means for her in the long run. Clementine is now one step away from becoming the thing she (I) hated in Carver, and her strength has the potential now to actually be her undoing. For me the success of season 2 will stand on how well this balancing act is handled. I already know that the group and Clementine's roll within it will fail and that her world will be (metaphorically and physically) ripped apart - that's just the way things are headed. All I want is for the game to place this before me in a way that I feel ownership over, in the same way that Lee's final decisions felt truly meaningful.

#3 Edited by eulogize_my_baked_goods (137 posts) -

This is a real shame, but at the same time not all that surprising given the current MMO landscape. The WoD universe is a fascinating prospect for an MMO but I'm glad the developers have taken this action if the game was not shaping up to deliver on that promise. I can't help but wonder if they looked at the likes of the new Everquest game, developments like the user created content in the Neverwinter MMO (far from perfect but a valiant stab in the right direction) and even the likes of Day Z and decided that their design (lets not forget, one that was initiated a long time ago now when a completely different style of online game dominated) just wasn't going to cut it. On those terms better to put one in the chest, one in the head, and chalk it up to experience than release a game that would very likely die on its arse.

#4 Edited by eulogize_my_baked_goods (137 posts) -

Oh wow, that's a blast from the past!. I was a big fan of Boiling Point even though it is quite possibly the most consistently broken game I have ever played. As such I held a small flame for The Precursors for a fair few years. A real shame Deep Shadow's ambitions massively outstripped their abilities. It's a sage warning though - a great trailer/demo does not guarantee... well... anything, really!

#5 Edited by eulogize_my_baked_goods (137 posts) -

The inference in the OP seems to be that you can't comment on something unless it directly effects you. I think that ultimately this is a rather blinkered world view. Does that mean that as a white, middle class man I can't comment on my dislike of racist, sexist or any other attitude I dislike/disagree with? It may well be that your opinion ends up being more relevant through association but that does not invalidate mine. It also doesn't mean I'm 'white knighting' or trying to 'protect' other people - I'm just voicing what I feel. In essence this is all that Patrick was doing - commenting on something he found distasteful, even though it does not effect him as directly as you - and within this context I see no problem with his words in the slightest.

Note that within the cringe-worthy context of Joel's terrible script (which he himself was obviously gritting his teeth through for the entire show) and the general knuckle dragging tone of the last nights VGX I think PK's words were pretty much on the lighter side of what they could have been. Calling him out in a thread like this seems... weak.

#6 Edited by eulogize_my_baked_goods (137 posts) -

So the big question then is, how much of this demo was projected game/gameplay, and how much of what we are seeing currently is actually just aspirational. In short, I want to believe that the scope of this game is as suggested by the trailer but am equally open to finding out that things are a little more 'critical path' as long as the game is good.

#7 Posted by eulogize_my_baked_goods (137 posts) -

@tetharion: That's the one I was thinking of! A completely different team then. Still, nice to know there are multiple studio's out there shooting for such lofty goals.

#8 Posted by eulogize_my_baked_goods (137 posts) -

So that trailer is pretty killer, but I'm sure I've seen that 'ground-to-space' tech in an engine demo from a few years back. The idea is not that new but it's implementation in a game engine is still pretty unique. I can't help but wonder if this is the same people and that this is the actual game that demo developed into. Does anyone have a clue what that demo was and what I seem to be miss-remembering?

#9 Edited by eulogize_my_baked_goods (137 posts) -

This game captures brilliantly not only a place in time, but also the memory of a certain youthful energy that I also found surprisingly impactful. I'm 34 now and as with many people my age I'm seeing the achievements and explorations of my youth disappear into the middle distance, replaced by the inevitable mundanity of adult existence. Although my own story is very different from those depicted in the game, Gone Home brought all of those emotions flooding back. In many respects it's the first game version of something like Dazed And Confused or High Fidelity that I've seen in that it depicts a world overtly nostalgic but also succeeded in evoking a real visceral reaction within me. I really think Fullbright have created something very special here; a game that neatly sidesteps the many "not a real game" arguments by just being so damn effective at what it sets out to do. I can't wait to see what these guys do next.

BTW, ever since playing the game I can't get Genesis's Home By The Sea out of my head! Completely unrelated but in an odd way oh so appropriate.

#10 Edited by eulogize_my_baked_goods (137 posts) -

It's a dawning realisation that Ryan has been a persistent part of my life, week in week out, for the best part of 10 years now. I did not know him personally but feel like I did, and this news has been a real shock.

I can only offer my most heartfelt wishes to the GB family and all of his loved ones.

To paraphrase; I'm a Ryan Davis fan and this shit is fucked up. :(