Bastion - #1 - Dan Confusion - Guest Play with Dan Emmons!
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I hate those parts where you have to run away while the world collapses,
they're a major component in why I never finished the game.
Bastion seems to have lots of hidden items and places for you to explore,
but if you take the wrong path (and by that, I mean the one that takes you
to your goal), they get locked away behind a collapsing sky way and you
can't go back to replay the level. Whenever that happens, it makes me feel
like I'm missing out on things through no fault of my own.
+Epsilon RoseI just looked it up to be certain, and the Lost and Found building has all upgrade materials and mementos that you miss in levels, So even if you go the wrong way in a level, just go to the Lost and Found.
+Epsilon Rose As far as I remember, non of the major secrets or items are around during the escapes. Also, there's a few things unlocked in new game +, along with some new Rucks dialogue.
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+Stefan Mattox Trenched was the original name for Iron Brigade. The name was changed due to international copyright law about the time the Rise of the Martian Bear DLC came out.
+XeRefer Notyourbuisness Yea I was gonna say he was gonna get shot for that comment but to get people to try it and to over simplify to explain it to a unexperienced person it starts a bit like it though plays completely different so he was just trying to get people to have a rough understanding (and sorry if you were already thinking this as you were posting just trying to give you a logical reason why he needed to explain that as he did)
Bastion - #2 - Narration Design - Guest Play with Dan Emmons!
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I honestly cant understand why people call bastion's gameplay weak. To me
(on mouse&keyboard) is was a very well-done unique experience, and if Im
wrong and this kind of thing was done elsewhere and better - please tell me
so I can play it. As to Transistor - I honestly liked bastion's system
more, because I went in with an expectation of an action game, and spent
most of my time in the tactics mode (Im not saying its bad, its actually
really good and I enjoyed my time).
+minch333 Both offer numerous tactical options in combat. In Bastion it's in what loadout of weapons, upgrades, and spirits you chose to go with, while Magicka's focus is more what combination of elements you prefer to use and for what situations, as well as your gear. Both are dependent on what gear you set out with, while still allowing you to adapt to unexpected situations.
+minch333 I will now proceed to batter you to death with something blunt yelling about how magicka 1 was better. But seriously, those are really different to bastion.
+Белый Кролик Can't really comment on Bastion (never played it) but an isometric action game with great and deep gameplay, imo, is magicka 2. Really worth checking out
There is a canonical reason why some of the world stays up and a lot of it
reforms under you. No idea how it's floating, though. I mean it sort of
makes sense, but you're way too far off the ground.
+Harvey Chesterfield The City Crest. The gear on The Kid's back, apparently has the power to reform the land beneath you. I don't remember why that is though.
5:10 it's explained all it needs to be in the begining. there was this
great calamity that destroy, literally destroyed the world, so much so that
now chunks of the world are floating around and...tend to come together as
you approach them, as if they remeber how they used to be. it's not much of
an explination, but it's enough of one to explain away the fancy graphics.
it works well for the game.though a theory could be that the laws of physics have become so thoroughly unwound that the world now exists in dimensions beyond human comprehension, and simply walking in a straight line for us appears as if the world is forming and falling away around us. ^_^
Dan Emmon's comment about Transistor is fascinating- I found transistor too
boring to actually play to sustain interest after the first boss fight. It
was slow-paced and tactical, without feeling like it had enough tactical
options or depth to justify it. Also the narrative and setting seemed less
enticing, but I'd barely given it enough time to get me hooked.
+Parker Dixon-WordLater on, the strategic aspect of the combat becomes more prominent, mainly by enemies having abilities and tactics that prevent you from just wailing on them and causing area denial. This forces you to consider more when you should and shouldn't use your tactical mode, as well as consider where your moving in said mode, other than just running up to guys and spamming a single attack. Again, the challenge mode is specifically designed to put you in scenarios that require intelligent use of this mechanic. There's even an encounter near the end that messes with your expectations of this in an interesting way.
+Mordalon I honestly feel like I just don't have an opinion on Tansistor's narrative- If I'd only gotten as far into Bastion as I did into Transistor, I wouldn't have had much to say about it. It'd be pre-Zulf, by comparison, I think. But the gameplay just didn't grip me. It wasn't fast-paced enough to get the action feel Bastion has, nor did it feel like a strategy game enough for the pause-and-play style to work. I might get back into it at some point, but I kinda doubt it.
+Parker Dixon-Word It's worth going into. The narrative isn't as strong as Bastion's, but it has moments, especially the ending, that are worth seeing. Also, doing the challenge rooms you unlock was a good way to get a sense for the tactical options you have at your disposal.
Bastion - #7 - Second Wind - Guest Play with Dan Emmons!
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I used the machete the first time I played through because I liked the
damage over time and the ability to attack at range. On successive
playthroughs I tried other weapons and found that while the machete does a
lot of things, it isn't actually any good at any of them. Using two
"specialized" weapons, say the hammer and the bow, is both more fun and
more powerful.
+Zedprice Plus, the fact you can customize each weapon in fairly drastic ways, means that each weapon can be built to deal with very different problems.
Hearing all of this stuff about how the Machete is the best weapon in the
game...
Even fully upgraded dealing nothing but critical hits, it still has some of
the lowest DPS in the game (I think the only one behind it is the Dueling
Pistols, which is only really viable with Turbo)
Not to mention that the throw falls off in usefulness the further you go
into the game.
I agree with others on weapons choice. Machete is terrible for me and
impossible with shrines.
The best ranged weapon was Breakers Bow. Later in the game cannon beats it,
but it becomes avaliable pretty late.
The best melee weapon - Spear (before it I used 2 ranged weapons I think).
Literally no other weapon seams good to me with shrines, because armor
penetration is very strong.
BTW I passed all challenges with all weapons, may be its my play style, but
i really didnt like any other weapons.
+Frank Sandow I agree on Pike. Pike is love. Pike is life. I would say mortar is better than bow though. It has better crowd control, can fire over cover to win you many ranged slugfests without a fight, and will usually do more damage unless you're really good at hitting moving enemies in lines. Bow is still a legit choice though, don't get me wrong. It's just not as versatile as mortar, and that's important with idols.
I actually consider the War Machete the worst weapon, personally. I think
that it says a lot about the quality of their design that every single
weapon has been declared overpowered by someone on the Internet.
+TheNomnomnommer The biggest problem with the machete is just how short the range on its melee is. This sets you up for pain against larger enemies, especially with faster movement idol, and slowing idol. The other main problem is that both weapons are focused rather heavily on small targets. It doesn't exactly pay to have such a specialized loadout unless you're sure you'll only be facing the enemies it's specialized against.
+Jeremy Saklad i was a fan if the machete and the dual pistols, fully upgraded the pistols tore through anything small, and the machete, if you go for the anti armour upgrades would help immensely on the larger enemies
+Jeremy Saklad The mortar isn't for confrontations with snipers on open ground. The pike suits that purpose much more efficiently. The ideal way to fight an enemy is to keep it from its ideal range of combat. Melee enemies are best approached from as far away as possible or with the longest ranged melee you can get if ranged just isn't efficient. Meanwhile the ticket for ranged enemies is to use a lot of dodging and melee combat unless you have effective cover to be safe behind. In that case mortar owns them.Your point of chip damage is exactly why I like lifewine werewhiskey and leechade combo. It gives you immense damage and survivability that doesn't care as much about chip damage. Actually you could imagine leechade as the cornerstone of my tonic selection. Most every other tonic used either has synergy with it in some way, or mitigates its downsides.
+hockeater The Ura Snipers are particularly deadly to anyone using a Mortar. And no, they aren’t really threats when alone. The thing is, they are NEVER alone. Peckers and Squirts can whittle down your health when you aren’t looking, and they can keep you from using your Dreadrum. If you don’t have a way to deal with them quickly before the more powerful enemies engage, they can be quite deadly. ESPECIALLY with Acobi, Lemaign, Yudrig, Olak, and Garmuth.
+Jeremy Saklad I actually don't even consider those to be threats. They move in entirely predictable patterns and tend to bunch up easily. Absolutely perfect for mortar or combine. Would they be easier with musket or bellows? Maybe. Doesn't matter though, because they were never the hard enemies to begin with. This is another reason I favor those three weapons I've mentioned as high tier. They're the things I want in my hands when the genuinely threatening enemies show up. That goes double if we're talking wide, varied groups of the worst enemies as seen in some of the challenges.
+hockeater I don’t think your numbers are sound here. Regardless, I just said that the main point of those weapons is not damage-over-time, but rather crowd control. They are situational, perhaps, for our playstyles, but they are superior at times. Peckers, for instance, are annihilated by the Flame Bellows. Squirts are similarly vulnerable to the Scrap Musket.
+Jeremy Saklad I take the position I do one it negating the weapon based on comparative utility. There are ten idols. That plus the base challenge. You get two weapons at a time, and each is roughly a third of your total resources. Slightly less than a tenth of the enemies' resources being negated by roughly a third of mine is not an equitable trade. Any weapon that I would actually consider using needs to come in useful at least a third of the time compared to other weapons. This is why things like mortar, pike, and combine are high tier. They're almost universally capable of high productivity. Some of the most versatile and strong weapons in the game.
+hockeater To each their own. I’ve used that strategy quite a bit myself.I wasn’t suggesting damage-over-time, by the way. The Flame Bellows and Scrap Musket are best used for point-blank shots followed by IMMEDIATE rolls. They can both slow down enemies, which helps. Damage-over-time, like damage fields, are rather useless except as an added bonus. They shouldn’t really be considered healing, or you’re bound to be disappointed. Which is probably for the best, as far as balance goes.Oh, and don’t think of it as being negated by Micia. Think of Micia being negated by IT.
+Jeremy Saklad Sadly musket and belows just don't really work well with ten idols on. They do very little damage per attack and are often outpaced by the rate enemies heal. I consider them okay weapons for early game with no idols. It's a shame too. I had attempted to abuse the damage over time belows effect for hilarious leechade shenanigans. Sadly the source of continuous healing in a fight wasn't worth effectively having only one weapon that did things.As for the mortar strat you can still move and roll almost instantly after releasing the fire button. If the enemy was close enough that I couldn't dodge away properly one of two things was occurring. Either I wasn't being proactive enough, or my reflexes were off. What usually happens is a crowd approaching me as I calculate the amount of time needed for my shot to be aimed and to travel to target. At or near point blank these times are nearly instant.
+leviadragon99 It’s not exactly a scattergun. It is designed so the Marshals can deal with riots without having to take aim, but it is more for intimidation than lethality.
+Jeremy SakladWhich is interesting, because if I'm not mistaken, real-life scatterguns were created so people who weren't trained marksmen could manage to actually hit a single target.
+hockeater I agree that it is good for crowd control, but the problem is the time it takes to charge AND to land. Even if you don’t charge at all, it is quite difficult. The Army Carbine is truly instant, and delivers one-hit kills to most enemies.Of course, the best crowd control weapons period are the Scrap Musket and Fire Bellows. Heck, the lore of the Scrap Musket says it was BUILT for crowd control.
+Jeremy Saklad At literally point blank I prefer mortar without self damage for crowds of weaklings. It pops them right quick and minimizes damage. If it's just one enemy better to combine rolling with melee pike and some counters if you have the enemies timing down. That's much harder to master with idols. It's why I don't use those tonics.This is the situation with mortar. It's comparable at close range the way I upgrade it and usually superior at a distance to to the utility of lobbed shots. Carbine is still a damn fine weapon don't get me wrong. Second best weapon combo with the first basically winning for some added utility is a good position.
+hockeater I’ve done it, and it is brutal. Especially freaking Olak and Garmuth. I mean seriously, those aren’t even fun.Anyway, it is much easier to get overwhelmed when using the likes of the Galleon Mortar. That’s the main reason it is a much more situational weapon for me. The Army Carbine can be fired instantly at point-blank range, since accuracy is irrelevant when the enemy is on top of you.
+Jeremy Saklad Ah that explains it. I uses all ten all the time. My loadout was picked as what reacted best to all four of the combat gauntlets under those conditions.Our difference in tonics is explained by the fact that I fully expect myself to either make mistakes or get overwhelmed from time to time. Ten idols gauntlet fights do not fuck around let me tell you.
+hockeater I rarely allow myself to take much damage in the first place (note the Cinderbrick Stout), and Leechade keeps me topped up anyway. Serious scrapes are rare enough that I can rely on my Tonics to get me through.As for idols, it really depends on how I’m feeling. Hense, Lemaign, Pyth, and Micia are my main ones, though. The others feel a bit unfair at times.
+Jeremy Saklad We're mostly similar here too. Though I would switch out your least valued drinks for lifewine and werewhiskey. The added survivability and damage potential that gives in bad situations is enormous. I think we're very similarly minded, but perhaps had different play environments. How many idols did you regularly keep up and which if less than ten? I assume at least a few since many of your drink options reflect some of the more punishing idols.
+hockeater Oh, I never said it was useless. The Target System upgrade makes it quite powerful. It still takes time to get up to range, though, so I don’t prefer it all the time.
+Jeremy Saklad Never tried the faster charge time upgrade for mortar did you? It actually makes the thing pretty snappy. Not the fastest weapon in the game by any stretch, but fast enough I could use it without endangering myself often even with all idols on.
Well, every weapon has it's time to shine. (I actually use the War Machete LEAST.) The long charge-time of the mortar can break my rhythm of combat, so I prefer the Carbine. Roll in, stab, roll out, shoot, throw, shoot, roll in, stab… the Pike Is excellent for melee and piercing range, while the Carbine with Boomer Rounds provides excellent short range crowd control (You don't need to charge it if you are definitely going to hit), and powerful ultra-long range sharpshooting. By rolling between optimal ranges as the situation changes and weapons recharge, I can take down almost anything with ease.The mortar is excellent for certain scenarios, but it is very slow to charge and to hit. That's definitely made up for by shooting over cover with massive area damage, if you prefer it. That's what I love about this game: every weapon is equally powerful, but everyone still gets attached heavily to one of them.I can't remember which drinks I chose.
+Jeremy Saklad I don't consider it the worst... but then I wouldn't consider any of them the worst, they all have a role and I think they work well for it. If I were to consider my least favourite, I'd have to go with the Breaker's Bow though.
+Jeremy Saklad Second best combo in my opinion. First is Pike and mortar. The deciding factor is that said mortar can shoot over cover instead of through it. This is a powerful tactic that adds defense in many encounters and even completely invalidates some as threats. Pike and carbine is still strats though. I would argue second best strats. Drink choices?
+Jeremy Saklad Combo of choice? I've tried literally every combo and found one to be more widely useful and powerful than the others.
Bastion - #8 - Shoutout to Shields - Guest Play with Dan Emmons!
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More and more these combat sequences are encouraging shield blocking, yet
Dan doesn't use it. It shows how good the game is that he can still pass it
with other tactics, but the last few levels are going to be a slog if this
same tactic continues.
+leviadragon99I meant shield countering. Those plants that go into their shells after one hit are designed so that you counter their single shot and deal tons of damage in one swoop. With all their multi-hit weapons, these are much harder, you need big burst damage. They also tend to just stand and slice a bunch, instead of alternating between attacking and blocking. With the right spirit, you can one shot some enemies with a counter.
+Mordalon Uhhh, not sure what footage you were watching, but he used the shield plenty of times... now one could argue whether he used or didn't use it at the appropriate times for the encounters at hand, but he was definitely using it.
Really disappointed that with so much happening in *this* game, the Dans
chose this very episode to go off on a tangent about another game entirely.
I would really like to hear about what's going on here in Bastion, when
suddenly there's loads of new stuff going on and ... what even just
happened? Any chance of a Bastion Lies episode? ;-)
+Karl Schmitt III I wouldn't call that an abrupt tonal shift... there's been morbidity to the game since The Kid retrieved a shield from the ash-statue barman, this is more revealing with greater clarity the themes that had been there under the surface all along.
That twisted flashback/dream sequence was not only impressive from a
narrative standpoint, but also because it was able to reuse so much of the
previous part of the game. Maybe instead of so much talk about how Majora's
Mask was mechanically dark with its whole looping thing, they should have
focused on just that going on here.
+Cyrribrae Yeah, gotta remember that they were doing this in a couple of recording sessions, ergo they're going to suffer from things like distraction.
+coastersplus Yea, as they were talking about it, I was like.. huh... that's kinda happening in the game. To be fair though, they've been talking about Bastion for hours at this point, it's normal to get a little distracted.
Re: Fi: SPOILERS: She's dead. That was the point of the overemotional thing
where Link gives up the sword at the end of Skyward Sword. (Also neatly
explaining why she doesn't pop up in later games in the timeline).
+Landis963 Being dead, and being sealed are two different things. Death is rarely reversable, seals can be broken and reversed. look at ganondorf and vaati for examples. Don't twist words when it'll make you come out as a dumbass. Secondly, any Link that isn't SS Link has no idea Fi is or was a thing. each Link (bar a few examples, OoT, MM. WW, PH. etc) are different reincarnated Links, so with her sealed none can or shall know of her till seal breaks, if ever.
+Thomas Davis She's not dead, but she's in a single, immobile form, that doesn't talk to Link, or indeed show any signs of cognition or sensation, and from which state she could not be revived even if Link wanted to. Got it.
+Landis963 Not really 'dead' she is still very much so alive, just enternally sealed in the Master Sword after it was originally placed in the Pedistal of Time at the end of SS. Perhaps some future game will give means for her return. Only time can tell.
Bastion - #3 - Narrative Exploration - Guest Play with Dan Emmons!
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+JenoPaciano Sorry, I wish I understood but I can't play games like Guild Wars 2, I hope to be able to understand and make what you're talking about some day :)
+Lidge1994 Same way as Guild Wars 2 did: incentivise the player to play the game through genuine character growth, rather than just generic levels. But if you think about it, the leveling up and endgame processes are completely separate things in most MMOs. One could easily cut or redesign the leveling process without hurting endgame.
+JenoPacianoSorry, I meant in multiplayer, how would you do that in multiplayer RPG's without making it much more boring for the higher tier players, like, the ones that played it from day one
+Lidge1994 As far as character growth, use natural systems. Have the character improve their skills and learn new abilities as they travel the world and gain experience. Guild Wars 2 is great about this. In spite of having a leveling system (which is pointless since your level is reduced if you're too high for an area you enter), they let players unlock skills, armor appearances, and many other things by playing the game. Just a straight increase to statistics is not only silly and limiting, but breaks immersion in many cases. In FF10, when you could get your characters to the point of hitting for 99,999 with every attack, it made absolutely no sense that Sin still existed. Some group would have completely wiped the monster out years ago. Or take Pokemon again, where you can't even attack much lower level pokemon without immediately knocking them out, which makes catching low level pokemon a pain.
Leveling systems absolutely section off a game. Take WoW, for instance. At level 10, you can't go to Outlands yet. At level 70, you can't go back to the zones you leveled in because the monsters are too weak to threaten you and don't drop anything worth your time. Take Pokemon as another example. If not for levels and arbitrary barriers, one could beat the games in any order. But because of the leveling system, they have to railroad the player.
+JenoPaciano They don't really, unless they're done poorly, they just make you have to play more of the game, it's nothing much for you to play, but they spent years making said game, the least you can do is play all of it :)And me too, mostly, what was the last one? I'm those as well, I know there's killers but what else?
All of them; I suspect most people are. I learn towards exploration and achievement, but I hate leveling systems in general for the way they section off the game.
+JenoPaciano Battle you mean?Because you're probably trying to find spectacle fighters, which I'd say this is along with Bayonetta and DMCedit: Oh, you meant the thing they talked about in the main channel video? Not really, sorry :/
+Drack Lord We recorded a bunch of stuff back in September before the rest of the channel was ready. Tomb Raider is more recent, animation videos are even more so. James's Destiny stuff is probably the MOST recently recorded. We're rapidly closing the gap, though.
Bastion - #10 - Narrative Novelty - Guest Play with Dan Emmons!
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I love the EC cast, so I'm fine listening to a series where they just get
together and talk about all sorts of things, but I came to this series for
lengthy design talk about a specific game. I think the Tomb Raider series
with Josh Foreman has so far been exactly what this series should be, so I
hope future series will be similar.
That's not to say I don't enjoy this format as well, I just think it should
be tweaked a bit and embrace the fact that it's more of a cooperative,
casual let's play with a focus on your conversation. This is the kind of
thing I like to listen to, rather than watch, while I'm doing other things.
As such, and since it's not exactly dense material, longer episodes would
be nice. These could easily be 30-60 min and I would still watch them.
Conversely, I feel like the "proper" Guest Play series should be a little
more digestible, around 15-20 min, and maybe should get edited a bit more
to just cut out dry periods where Dan's hung up on a challenge and the
conversation has drifted away from design. Speaking of which, I (almost)
never mind when Dan's ineptitude slows down the gameplay in the Dark Souls
and Tomb Raider series, but since this one was much more casual I really
appreciated that Dan Emmons, a much more competent gamer (sorry Dan Prime),
had the controller. This meant that when I did watch the gameplay, it was
interesting on its own without being supplemented by the commentary, since
it still moved along at a brisk pace.
Let's plays are great and all, but if I'm going to watch a let's play I'll
watch Jesse Cox or someone. EC's audience, myself included, is here for
education, not entertainment, since if we're being honest, you're a hell of
a lot smarter that Cox & company. So I hope that greater focus will be on
series like the Tomb Raider Guest Play and The Animation of... and that
future series like this one just embrace what they are: a couple of game
designers playing games together and talking about their jobs, the game
industry, and random crap.
Just my two cents; thanks for all the great content EC crew!
considering you talked about it, just thought I'd leave my thoughts here.
Imo, if you're going to give your characters lore, like in League of
Legends, I think it should be said that you then need a place to explore
that lore. That could be books, comics, a show, or a single player. Given
how much lore they put into League of Legends, it could be beneficial for
them to make a spinoff game that's more story focused. Perhaps even several
to match each pairing of characters.
This series started off so strong. But in recent episodes, it's strayed
from what it originally set out to do. Huge pivotal moments of this game
have been completely ignored, and it feels like they're just talking about
random topics while B-reel gameplay is happening as a backdrop. And that's
not what I came here for, and I doubt I'm alone in that sentiment. Makes me
sad that such a good case study for game design is being "wasted."
I think the connections are something that just appeals to our
monkey-brains. While the game responding to our actions in a surface manner
(e.g. quotes for the first time we do something) may lose it's novelty, I
don't think it's something that will stop appealing; in the same way that
it's no longer novel when there's a specific sound effect for a certain
type of pickup, it's just part of the verisimilitude of the experience now.
So... i was under the impression that this was going to be more about game
design, but with Dark Souls and Bastion, it's pretty much turned into a
normal Let's Play, only you don't even talk about the game you're playing
anymore. But hey, I'm looking forward to the first couple of episodes of
whatever game y'all choose next!
I love this series and it lights up my day to watch these kinds of in depth
game-talk videos. Not just this series but Extra Credits as a whole! Thank
you for your hard work and for getting me interested in game design! =) By
the way, good luck with beating Dark Souls, you'll need it =P
I think Dr. Langeskov, The Tiger, and The Terribly Cursed Emerald also does
the same thing that Bastion did in terms of contextual narrative, but
isolated that aspect and used it as the main aspect of the game, rather
than using it in addition to normal gameplay.
Bastion - #12 - Dan Power - Guest Play with Dan Emmons!
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+Dan Jones Can you on extra creditz maybe suggest a new episode on making casual apps and games. Im thirteen and the episodes are fun to watch, but I can't make any kind of narrative game and currently have a casual game out. I need some help with more. PS favorite Dan :)
+Mara K He's telling this to Zia as the Kid goes off to the last level. So, up until the final level of the game, Rucks is recounting everything the Kid did before. At the last level, everything is in real time and Rucks doesn't know everything that happened.
During the final mission, (next episode) the kid is too far away from the Bastion for Rucks to see him. The entire game is Rucks telling Zia about what has happened up to this point.
Bastion - #4 - Donut Blocks - Guest Play with Dan Emmons!
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Bastion actually uses 2D sprites for most of it's characters, especially
the Kid. Also, and I'm sure you get more into it next episode, the Idol
system is probably my favorite difficulty altering mechanic in any game
ever.
+Mordalon They are 2D sprites, but the sprites are renders of 3D models: all the art benefits of 3D (i.e. style; not having to draw every single frame of each animation, in each direction; etc.) without the needed computing power to work with 3D models. I read something where the artist explained the process and it was super interesting.
I think it's super interesting that by having Rucks tell the story, instead
of the Kid, the story becomes a second-hand tale. As a player, I imagine
that the Kid tells Rucks about all of these adventures and that as the
player, you're just filling in/retelling the story. It's especially more
interesting because of how the narrative tense shifts in the last level.
Rucks displays uncertainty. He doesn't know anymore what's going to happen
because the entire game up to that point was just him telling the Girl
about the adventures of the Kid as they wait for him to return. That reveal
tells me that the entire story could be unreliable and accounts for the
discrepancies in player behavior. Rucks isn't omniscient. He doesn't know
what the Kid is doing. He's just filling in blanks and as the player,
you're just providing different ways of filling in those blanks.
+Grim Oceanus One scene that shows the unreliable narrator aspect wonderfully is the kid's swamp drug-hallucinations, He doesn't remember any of that clearly enough to relay to Rucks, (or he opts not to share) so Rucks has no idea what happened when the Kid took longer than expected to return that one time and has a significant gap in his report.Since the kid has spoken with Rucks before that point, (and because Rucks is a fairly important figure to the kid in this far less populated world) his inner demons are given Ruck's voice during the hallucinations, it's also one of the few times we get a perspective on what The Kid actually thinks about the events of the story and his place in it, pretty harrowing stuff.
+MrFugi2021 in Mario they are (Mario Maker confirms this), but what they mean is blocks that fall if you stand on them too long in games in general. I just think "falling blocks" for non-Mario games.