![]() ![]() Its revelations are on the easy side of storytelling, and arrive too few, too late.Īll in all, I wish the devs had a more fleshed out universe so that the in-game reading would have been a more rewarding experience. Unlike the gameplay, which is confusing at first and your pleasure rises by understanding where it goes, the lore feels unorganized and random. The lack of ANY substance throughout the game left me feel starved for a some explicit information (which arrives in the late game, obviously, but it was hinted at all over the game). I'm making it up as I go by the way, it's not difficult), as well as all characters talking in the same elusive, vague manner, which completely broke my immersion. The avalanche of first names and nouns without any context makes the lore feels very gimmicky ("he spoke of the Green in the Eye" / "for it is the Roof which needs no walls" and so on. Don't get me wrong, it's got its own qualities : it's very sensual, prefers few words for better effect, a very poetic universe where all lines are blurry however none of these traits allow for a satisfying worldbuilding. I'm a big mythology and symbolism fan and the game is very good at setting up those, but after playing dozens of hours into reading its material, I can safely say I haven't got much out of it. ![]() Now I'd like to talk about how the lore is surprisingly shallow. The great atmosphere of the cult is wonderful, and it's scumptiously well written for the most part. Once you get past the incredibly steep learning curve, learning how the game works and understanding how to prevail against it is a wonderful feeling that will make hours feel like minutes. I'm recommending this game but the lore made me cringe really hard. MODDING: At the request, added Arabic font support (for that, set fontscript to 'arabic' in culture file). MODDING/HOTFIX: expulsions for instant recipes work correctly once again. MODDING: new xtrigger morph effect - 'setmutation' - for non-additive mutations. ![]() Zoom keys (Q/E by default) work sensibly at last - holding results in a continuous zoom instead of having to tap. When a recipe warmup ends, any card-to-slot travel animation aimed at it completes instead of failing. Greedy slots don't bug out on low framerates. Yet another fix for GOG achievements not unlocking on the storefront side despite being unlocked in the Collection. Fixed empty description in Starvation verb. Fixed a confusion in German localization of Skills' descriptions, and other minor problems in various locs. Dropping cards on other cards while multi-dragging led to unexpected situations. Fade during an autosave is made gentler and more gradual to prevent the feeling of flickering on high saving speeds. ![]()
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