I mean it's sill roleplaying if I play myself as a cop, right?
I mean it's sill roleplaying if I play myself as a cop, right?
In a way spreading yourself equally in all skills is probably the most wildcard type build you can play, because you presumably won't be rolling anything consistently.I mean it's sill roleplaying if I play myself as a cop, right?
That just makes the successes so much sweeter though.A lot of the skill checks appear to require way above 3 anyway from Cohn's stream. Rather than have decent chance at some rolls, you'll be rolling at way below 50/50 chance for most things.
Your skills won't always be at 3 though is the thing. I think players are going to be failing a lot at the beginning regardless of initial build until they get some levels, equipment, and thoughts under their belts.A lot of the skill checks appear to require way above 3 anyway from Cohn's stream. Rather than have decent chance at some rolls, you'll be rolling at way below 50/50 chance for most things.
Your skills won't always be at 3 though is the thing. I think players are going to be failing a lot at the beginning regardless of initial build until they get some levels, equipment, and thoughts under their belts.
I'm going to try and stick to 2 rules while playing: No savescumming and putting role-playing above metagaming/min-maxing.
Yeah, you can.Can you die? What happened then, just game over?
If so, I'll load my latest save file, I'm not gonna replay from the beginning.
Why would you save scum in a game like this? It's not Hitman
Roll with the punches
Well yeah, same here. That's not what savescumming means.Can you die? What happened then, just game over?
If so, I'll load my latest save file, I'm not gonna replay from the beginning.
I am trying to section off my potential playthroughs and so I'm going to leave any "meta" or supernatural stats to a second go. Same for drug tolerance, etc. I figure if I got through once with stone cold logic, it might be more fun to have a playthrough based on insanity and seeing things that aren't there.I feel like everyone's going to be taking Inland Empire. I'm much more interested in Shivers, for that deep lore.
Haha, this is how I feel.yeh I am looking forward to this.... hope I am smart enough to fully appreciate the dialog lol
Well yeah, same here. That's not what savescumming means.
I imagine death is pretty rare in this game though.
Also a short preview from RPS
Eeeh, yeah not angry joe. He isn't at all likely to provide insightful criticism of this specific game and definitely not about the themes it tackles. I'd personally look into someone like Austin Walker, if he's going to cover the game in any form. Hope he does, I followed his take on Mafia 3 which had US race relations in big focus.paging angryjoe*
*i don't know many game youtuber people so if there's anyone who is even less likely to provide insightful criticism then please replace
I agree with you that the way it's handled in the interview is flippant and bad. If it's any consolation, the devs are avowed socialists (of the not-fucking-around, Eastern-European variety) and their Discord has a zero-tolerance policy for racism and bigotry.
That doesn't mean the game isn't going to be full of problematic stuff (it literally lets you indulge and foster fascist thoughts, if you choose), but the devs are knowing and intentional about this stuff. If they get it badly wrong, it will be by accident or carelessness, or because they were too flippant about something serious. The game kinda kinda has an ironic posture toward ideology and, well, everything.
It's definitely a concern I share with you, but the people involved seem like lovely, good-faith actors. If there's blowback about discrete pieces of writing in the game, it'll be because of the scale of their ambition in writing about subjects videogames in general never touch.
Also, the character in question calls white peopleWhich is fucken hilarious and you cannot convince me otherwise."the ham sandwich race."
i can't imagine he/most popular youtubeys will even play it, it's coming out at a time where it's fighting for space in the gaming collective's attention span and it's a highly niche version of a relatively niche genre. also it's bat-crap kooky!Eeeh, yeah not angry joe. He isn't at all likely to provide insightful criticism of this specific game and definitely not about the themes it tackles. I'd personally look into someone like Austin Walker, if he's going to cover the game in any form. Hope he does, I followed his take on Mafia 3 which had US race relations in big focus.
Because we should just shut up about sensitive topics & critiquing their handling if/when there are issues with it, so that manbabies can enjoy their vidya geimus without a single deeper thought.Game isn't even out yet, and already the tone-police is sounding the alarm.
Can't wait for 2000 words on how the game is "problematic" for "painting homelessness as an ideal", or some other inane take.
To really get into the Revachol spirit, imagine hating your life, but also knowing that it's all ok, because the world will end in 28 years anyway.
They really should put it on the Steam page as well.
I also feel like I've been waiting for ages, but that's just because I have been waiting for ages
Yeah, they started their TIGSource devlog in January 2016Yeah, this thing was announced in 2016, right? I went back through my GOTY posts and realized Truce/Disco has been my #1 most anticipated since.
Must be pretty sweet to be discovering the game right now only to have it being released in mere days, lol. I've had that happen a few times and it's always been awesome to get in on the ground floor.
crazy how similar those proof of concepts are to the finished product. i guess the systems being created prior, in their role playing sessions, and the world being solidified in the novel, helped a lot.Yeah, they started their TIGSource devlog in January 2016
Game was looking impressive even then
No, it was just the GIF. They had included it in the devlog post to show off the lightingFor the longest time, I could not figure out why despite the utter uniqueness of the art style, it felt vaguely somewhat familiar. Turns out, I finally figured out that The War of Mine is that other game that utilizes a somewhat similar aesthetic in its 2D centric design.
More_Badass Is there a video from which that gif was made?
No, it was just the GIF. They had included it in the devlog post to show off the lighting
Hi! My name is Kaspar and I'm working on No Truce With The Furies as a concept artist. In this short post I'm going to tell you a bit about what goes into a background. I'll do that by elaborating on one of the screenshots from our recent press release (Read it here), namely the moody one with the bad-ass car and the rain and the big building.
I worked on that – the Perikarnassian church. It is one of the landmarks in the game and even before I began our AD Aleksander had made this early mood concept (that's the image above).
The environment started changing during production. First, the area is newly sketched out (like here) and a rough 3D block-in of the landscape and buildings etc gets done in Blender. At this point I look at lots of references, sketch some and discuss my ideas with the writers and the AD. Eventually I end up with this:
Based on this sketch I do some variations before going into more detail and minute variations, below, along with the original idea and the rough block-in for comparison.
As you can see by the green tick – at first we went with that one. We had to press on and before I could give it to Mikk for modeling I drew up a slightly more detailed image. In this phase I tried out some colors that would fit the mood of the place. Meanwhile I got to work on the church interior. As this is something you won't be seeing today I'll fast forward a bit
When you compare the model to the concept you'll see that it has gone through some changes again. The isometric perspective can be a harsh mistress. From some angles you lose detail and other angles butcher the silhouette. In Blender I went back in and made both smaller and larger modifications to the model. There, now we could basically put it in the game! It just needs materials.
Here's the render of the church where I've applied base textures and tweaked the model some more – note the angle of the roof, the tower didn't really work visually before and I attached a balcony/boardwalk to its side among other details. Now the render's composites (the various maps our custom shaders use) went back to Rostov, who gave it a paintover.
Et Voila! Ain't a thing. Thanks for tuning in.
That's the kind of personality-defining roleplay that is much too rare in RPGsWhen our writers are tired of writing the "real game", they write prank phone calls you can make in the game – because why not.