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What do we do with a drunken troll

What do we do with a drunken troll

What do we do with a drunken troll

Early in the morning.

 

I loved how guards whistled that song.

 

... And only that song :( Arkane could probably have done some research or something. Found some other whaley tunes for guards to whistle. The Tetris theme, for example, is a folk tune about fish trawling. Or they could have whistled the Mariner's Revenge by the Decemberists. That would have been sweet.

 

I'm just about finished I think- and suddenly I see why people were potentially disappointed with the length. While it's still technically a long game, there are only like 5 proper missions, so only 5 proper plot points (I'm not at the end mind so it might extend.) It's more that it feels like it falls short of where it could have gone, rather than it's an actual short game.

Edited by kenshi_ryden
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I'll honestly stick with the assumption that this is their Assassins Creed I. That looked almost like a tech demo when compared to the other one. They could always make a sequel with another person touched by magical powers who needs to assassinate people. From what I see major complaints are:

 

- Amount of missions/length

- Simplistic main story (background is praised as it is located in books)

- Too easy [maybe bump up guards' alertness]

- Not many missions with friendly NPC's in the area [maybe make missions in a regular area with citizens walking around ala Assassins Creed]

 

I can see them fixing 3/4 in here easily. I don't know how they could fix the Too Easy complaint for stealth unless they make it CLEAR it's a video game and fail you if you're caught one too many times. In that case the game would be entirely stealth removing the ability of figuring out which way you want to do a mission. Honestly Hitman is the same, the difference is that Hitman has neutral NPC's AND guards in most of their missions and they both can get suspicious.

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Blink can also get you into trouble real fast though.

 

I don't think it would be good to make it so that if you get detected too many times you fail, because then like you said that would force you to do stealth and part of what's cool about this game is that you can just run in guns blazing if you want, or pull a Batman and take out ten people before vanishing again.

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Yeah, I don't agree with several complaints. Namely: blink, easiness, and amount of missions/length.

 

Blink: it fits the game. This isn't Assassin's Creed. You're meant to be mobile.

Easiness: I wouldn't say the game is too easy, and I'm playing on normal (whatever that means). Is it hard? No. But difficulty does not make me happy just for the sake of difficulty.

Missions/length: There's nothing wrong with brevity. This isn't a role-playing game. And honestly, it's not even that brief unless you're plowing through the missions pell-mell. If you're doing that, good luck finding very many lengthy games anyway.

 

I will agree that the story could have been better. And I just really disagree with the whole likening it to Assassin's Creed when what I'm expecting is more along the lines of a more action-oriented Thief title.

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An alternate universe 19th century pervert who sleep-darts all the guards and carefully positions their bodies so that, when they wake up -- just before they pull out their pistols and mow me down -- they find that they've been touching each other's junk.

 

Guy's a genius

Edited by kenshi_ryden
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There's a drawing of Corvo on your desk labeled "Daddy" after you wake up to find Emily in your room. But it's only there if you're playing the low-kill route. There's also one of her mother in her room. If you're on the high-kill route, you're going to see her more violent drawings. I have work to do and I'm distracted by my poor choices. :<

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That's a really nice detail. I didn't know about that, though I did notice her drawings.

 

Emily seems like a decent character who isn't given enough space to expand in the game's narrative. It feels like we're getting an unfortunately narrow view of a character who could be great. I imagine Bioshock Infinite is going to do a similar thing with Elizabeth, and probably better because Irrational have such a narrative focus. That parallel has stuck with me from the instant I saw Emily: she looks friggin' identical to Elizabeth from BI.

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yeah she does. And yeah I liked Emily I wished they would have expanded her character.

 

Did you go up and talk to the guy holding Emily at the end? A lot of people, including me, missed that you can actually get into a conversation with him. Anyway, he reveals more about Emily.

 

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yeah she does. And yeah I liked Emily I wished they would have expanded her character.

 

Did you go up and talk to the guy holding Emily at the end? A lot of people, including me, missed that you can actually get into a conversation with him. Anyway, he reveals more about Emily.

 

 

 

In the low chaos ending, I showed myself to him and he said something along the lines of "You think I'm going to fight you, Corvo? Sorry to disappoint." and told me to take the key to Emily's door. The key was on a table next to him and when I reached out to take it, he attacked me and alarmed all the guards. Didn't feel like he wanted to chat much :P

 

 

I found out most of the stuff about Emily and other characters by using the Heart. Speaking of which:

 

 

I think the Heart belongs to the Queen. There's this point early on in the game where when you listen to one of Pierro's audio recordings, he says he could keep a soul indefinitely trapped and not let it pass on, just by keeping it "working" with electricity. When you talk to Granny Rags at one point, she tells you the story of the Queen and how she "was assassinated six months ago". She says how her spirit still hasn't passed on into the land of the dead, though. Then, at a few points in the game, when using the heart, it says how it's neither alive, nor completely dead.

 

Edited by Cyber Rat
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