Moderators: Porter, EmperorJeramyu, Telephalsion
EmperorJeramyu wrote:Hi!
I tried to comment on your videos before but it just would not work for some reason. Good to see you're continuing with Episode 2. Thanks for giving The Way exposure.
tridon777 wrote:I thought the introduction was good. I just didnt have the patience to go through all the videos I watched the first 2 and the last one. lol Though looking back on the way Ive realized that ep1 is really dull to start off with. That may be a turn off to some people.
War wrote:EmperorJeramyu wrote:Hi!
I tried to comment on your videos before but it just would not work for some reason. Good to see you're continuing with Episode 2. Thanks for giving The Way exposure.
Jeramyu just wants you to do the badass 5 missions in E6.
Hey!Malefact wrote:Hullo! Thought I'd best pop in over here and say thanks again for linking to my LP. I'm starting the playthrough of episode 2 now, and my intention is to cover the entire series.
I've had a couple of people mention the line-reading thing, so I'm going to endeavor to read lines less often.
Another thank you in advance - I doubt I'd be able to remember to get all the notch items or show off some of the hidden things from now on without the work of the people on these forums. Also, as I remember when I used to lurk these forums way back, the post-episode 6 discussion theories got me thinking for hours and hours.
Sling wrote:No. The only option would be to combine each Episode into a single game and I'm not entirely sure that is a good idea.
Complaint: The prerendered maps are too simplistic and identical.
Rebuttal: Most people who makes this complaint have usually only played through half of Episode 1. Episode 2 only has 1 or 2 used in the intro, while the rest are highly interactive chipsets. Past that, the prerendered backgrounds become highly diversified, depicting a gamut of distinct environments (Episode 5 in particular). Later episodes make them fairly interactive as well, and while it's true they're never as dynamic as chipset based maps, the fact is only about 2% of the actual gameplay takes place on these maps, where as the big, interactive dungeons and cities are entirely made from chipsets.
Complaint: The plunge is boring and you're always scripted to lose.
Rebuttall: Another complaint stemming from those shallow enough to give up halfway through Episode 1. Past the end of episode 1, there isn't a single plunge where you have nothing else to do but lose. And by the time links, blade arts, risk attacks, and finishers factor in, the rock-paper-scissors element is actually one of the less important elements in the plunge, creating a much deeper system that's more about the strategy of storing up and choosing special attacks then picking the right corner of the attack triangle.
Complaint: Episode 1 is slow and boring or too difficult to get in to.
Rebuttal: This is of course a directly related to the last two, and it's a bit harder to defend than the others, mainly because it's most subjective. Personally, I was hooked instantly by the interesting premise and gorgeous atmosphere, but others want something more tangible right away, I guess. Part of the reason it's so slow is because with episodic gaming, you want to do a more gradual reveal of more systems and gameplay elements to keep each episode fresh, so the first episodes are always going to be a little sparse, and the later ones complex. And I'm loathed to make the comparison, but even most professional console RPGs these days have a Tycho-coined "sawdust eating phase" at the beginning (hello, Tales of Symphonia), but I like to think The Way has better reasons for being slow other than building up to some melodramatic story point. And yes, the scene where you can murder 5 "Brian" (RPG maker speak, ignore it if you don't know) clones in a row is utterly ridiculous, but hey, can't win 'em all.
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