van HellSing on 7/3/2014 at 23:21
Also, if this is set in Tyvia and is supposedly a sequel, why include the Lord Regent's insignia?
Mr.Duck on 16/7/2014 at 01:12
Hope whomever's the lead has a voice this time. Sucks that Corvo didn't say nyet. Daud spoke and it worked just fine.
The Empress possibly doing some knife work, eh? Sweet!
:)
demagogue on 16/7/2014 at 09:22
If it's staying at the Lyon office, then hopefully we can expect more maps from Digi & Purah. :D
Thirith on 16/7/2014 at 12:08
I didn't mind Corvo being a blank, but doing that twice in a row (DLC notwithstanding) would be pretty uninteresting. The world and missions had personality, let's give the player character personality as well.
Renault on 16/7/2014 at 14:48
Curious to know if they change up the mechanics of the game at all, or they just keep rolling with what they have. I'm on board with it either way, of course, but after the disaster that was Thief 4, I wouldn't mind seeing some more in-depth stealth elements.
Tony_Tarantula on 16/7/2014 at 15:37
Quote Posted by Thirith
I didn't mind Corvo being a blank, but doing that twice in a row (DLC notwithstanding) would be pretty uninteresting. The world and missions had personality, let's give the player character personality as well.
I can second that.
Would Thief or Deus Ex have been even close to what they were if the developers had gone with the "silent protagonist" trope?
Thirith on 16/7/2014 at 15:45
Gotta say, I never found Deus Ex' JC Denton a particularly interesting character, and his voice acting was only better than that of some other characters by default. Having said that, not giving him a voice wouldn't have worked for that game. Thief, on the other hand, was much improved by Garrett and his personality - which doesn't mean that every game has to work with this. For me, they're simply two different tools in the storyteller's box, and each does a different thing. Corvo worked for me as a blank slate onto which I could project my own thoughts and feelings, but so did Daud as an actual, interesting personality.
driver on 16/7/2014 at 16:25
Silent Corvo really didn't work for me. The blank slate idea doesn't really work as he does interact with quite a few people, but you're never able to actually decide how those interactions pan out (except in a very broad sense in that you can fail to do side missions, or depending on the chaos level). The bit that really stood out for me was the duel that Pendleton stiffed you into doing. When I got back from that mission I wanted to slap him or something, but all I could do was meekly accept the reward he offered.
Half-life kinda pulls it off (barely in the case of the second game, though they do lampshade it) but any game where you frequently interact with characters needs to have some way of expressing yourself (Though, conversely, the Brigmore Witches had less of that).
Slasher on 17/7/2014 at 07:41
I felt the same way with Half-Life too. Eons ago in games like Dark Forces or Quake, your primary interaction with other entities was killing them. There wasn't a ton of need for the player-character to plunge into an in-mission eulogy. Nowadays, with deeper backstories and more interaction, it's started to feel really weird when I have to give other characters the mute treatment.
I've noticed I don't have this problem in games like the recent Fallout titles. I think that might be because I'm actually building a character from the ground up.