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Manny C

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  • Location
    Australia: the Tatooine of the
  • Interests
    Clubbing (the non "assault with a blunt instrument" kind), playing games, watching movies, answering stupid questions
  • Occupation
    trying to decipher the secret to being paid to play video games

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  1. There is nothing in the game to either negate or confirm it, meaning that at this point it's entirely up to the discretion of the writer. If in the next game they decided to make it either one way or the other, there would be no consistency error. Personally I dont think it was intended. If it were the case, I don't think Kreia would exhibit such indifference/dismissal of Brianna. If you think about it from Kreia's perspective, especially moments before her death, you'd think she might want to reveal the truth, as there isnt any point in concealing it anymore. At the end of the day I don't think it matters much, it doesnt change anything.
  2. My point is, whatever you choose, the essential setting of the game stays the same, it just changes some cutscenes and dialogue. Even though you can say that Revan kept the Star Forge, the war between the sith and the republic is over, but they can't solidly explain why. They just say "Revan dissappeared and the sith destroyed themselves in the absence of a strong enough leader". What does that mean? Is the Star Forge still in existence? Did the Sith just stop attacking the republic? Remember, the Sith weren't just sith lords, they were an empire of soldiers and worlds, what happened to those worlds? did they surrender? are they still under sith control? Not only that, the entire Republic fleet showed up at the end of KOTOR 1. Even if after that battle Sith Revan dissappeared, then the republic's military leaders are dead. How does that work? What I'm getting at is, by leaving it TOO open, it creates a multitude of inconsistencies that can't be answered. As far as we know, the Star Forge could still exist, and why then, aren't they still spewing out death weapons? It doesn't set a very stable playing field for the story, and from the start, creating a consistent storyline is made difficult.
  3. Hmm. Interesting discussion. I've noticed that a lot of people have described how KOTOR 2's story is "deeper" than KOTOR 1's. This goes without saying, and while I did like KOTOR 2, and admired the ambitiousness of the story, I found myself asking, is such a widely expansive and complex storyline such a good idea for this medium? You have to consider that, with a game that essentially has to create a feeling of non-linearity in the character, a complex storyline, the events of which are all predetermined, becomes very difficult with one simple change in order/choice in the way the player goes through the story. You have to remember, writing a game like KOTOR is a very daunting task. Typically, there is a writer to each planet, and a lead writer who does the main story and checks that each planet-writer is adhering to the right tone, pace, etc. So a story like KOTOR 2's would have thousands and thousands of potential changes that would have to be accounted for by the main story, because at the end of the day the story has to maintain the same general direction, as they share the same locations, villains etc. Because of this, liberties in continuity and contradictions are very difficult to control, and I find that as a result, the game's sense of pace and logical progression suffers, at least I felt this to be the case in KOTOR 2, and it doesn't help when they're being rushed. Many of the characters did not have the sense of closure that they did in KOTOR 1, largely because if they did, and then later in the game the player changed direction, it wouldnt make sense that the supporting characters continue to support the main player, not to mention the time factor. I'm not saying it can't be done, but I think that making the story too complex is making the developer's job to hard on him/herself, and when something like lucasarts' infamous change of deadline, it wouldn't affect the game as severely as it did, had they simplified the story somewhat. What I feel is great about not only KOTOR1, but many if not all of Bioware's RPG games, is that their MAIN stories are fairly straightforward (Mass Effect: find Saren and stop him. Jade Empire: Stop the emperor and his evil sidekick. KOTOR1: find the starmaps and hunt down Malak.), but what is great about these games is the JOURNEY. The characters involved, the cities/planets along the way can go one way or the other, but the fixed goal alows a constant, clear objective and sense of progression that maintains the continuity of the tone and pace of the story. They main story really only begins to change towards the climax, where significant choices have less of an impact because the final few stages tend to be rather linear. KOTOR 2 also set itself a hard task when it decided not to cannonize events of the first. I'm not saying they should have, but how can you really lay out the current galactic situation when you don't know whether the republic has been reinstated, or a giant, unstoppable war-factory has continued to spew our war machines and conquer the galaxy?
  4. yep, pretty awesome music. Pretty awesome graphics too. And story. Kudos to all the guys who made it.
  5. I think Space Time Six has a metaphorical significance as well. These aliens are like us in thousands of years, we desire to continually better our own existence to the point where it results in the loss of what is good about existing in the first place, and sometimes it's the most basic parts of our humanity - respect for life/others, wanting to go home, not wanting to die alone - that helps realise that.
  6. I liked the effect, it was kind of like how a Meth addict becomes gaunt, pale and prematurely aged. Very creepy. As for bringing them back, who knows what is possible in another plane of existence where all time and place can be experienced at once? As for Brink being old, he DID fall off of a cliff. That, and I like to think, in his 2 deaths, and psychological degeneration as a result of the crystals, something was lost from his original self, and that should have SOME physical manifestation.
  7. That was the great thing about the puzzles! It forced you to think outside the box and decipher the machinations of a long dead alien civilization, what did they value? What purpose would this room have served to them, and from there, what would an item I find in here be used for? The game was brilliantly structured, everything was so fantastically minimalist and subtle. Of course you'll need to do a bit of dusting and fixing, this place has been untouched for centuries, millenia even! Damn i feel like playing it right now. No, the game is not like Monkey Island or Grim Fandango. If you buy the game expecting it to be like them you will be dissapointed. That's like comparing an episode of LOST to an episode of The Simpsons or Family Guy. They may share the same medium, but the tone, pace and style are TOTALLY different. But who knows? You might like both, and it'd be a crime for you not to give The Dig a go, even if you don't like it.
  8. The Dig, I will concede, is NOT your typical video game. To be sure, if you had bought the game (while it was still on the shelves) with the expectation that you'd be blasting away aliens with a vast array of weaponry, flying spaceships and battling through the galaxy, then you would be sorely dissappointed. What The Dig did for me personally, was that for the first time it showed me how artistically the video-game medium can be used to evoke emotion, weave a fantastic story and immerse the player in a gaming experience that, until I played this game, was totally alien to me (and I had played many adventure games before this one). The Dig masterfully evokes feelings of mystery, isolation, but also curious intrigue like no game before it, and even when you're stuck, the game beckons you to keep trying so that you can find out what happens next. It sets the scene, pace and atmosphere so masterfully using graphics, music/sound and the actions of the characters, it feels like a brilliantly directed movie. It's the sort of game that I've played over and over and over to try and recapture the feeling the first time I played it, and wish I had an MiB style neuralizer so I could erase my memory of the game so that I could play it for the first time again. If you can't, or choose not to appreciate the subtle, the game is not for you. But if you give it a chance, it's strengths lie in it's ability to draw upon the most basic of human emotions and subconsciously evokes some of those most basic questions of the human condition that drive us to explore, to inquire and to discover. I feel that, even now with modern graphics technology, that a newcomer has something to gain from The Dig
  9. Wow.. this is my first post in like 2 years.. (i got a girlfriend and she didnt like computer games). Anyway, I still stand by my initial comment that the game should remain in some form of third person. I think the ability to model the environments in 3D would give the game no excuse NOT to use a movable camera to create the "view from the aliens perspective" I discussed earlier. Stylistically, I think that was very important. Not just that, but Boston is his own character, rich with his own sense of wit, loyalty to his crew and so on (this richness of game character is one of the great victims of adventure games' descent into obscurity, but that's a discussion for another day) and while the player is guiding him, they are not HIM, so I think you should be able to see him at all times. After all, the game is based on a film idea concocted by Steven Spielberg, and I'm pretty sure the original game was designed with that in mind. 1st person would kill the cinematic feel as well as the ominous "someone is watching" feel.
  10. id like to see alderaan personally, but its supposed to be peaceful, ie uneventful (other than its demise of course)
  11. Another thing, Arren Kae was a famous jedi guardian who attracted an echani general, Kreia said she was a historian and a teacher... slight contradiction there
  12. Yeah, I definately agree about LS revan, the characters and story are written in a far more linear way, the characters are good people, and that doesn't really change. Personally I think Revan should be male, i don't really know why, partly because I'm male i guess and I can relate to a male protagonist better, also because of how unconvincing Carth's romance seems, but it just seems to fit better. The second game's storyline is far more non-linear as you were saying about the wavering characters, so I think both LS and DS fit well in the second game, also male and female both work well for the exile for different reasons, although i normally go male simply because handmaiden is a far more interesting character than mical, who seems like a bit of a dropkick, also Kreia's obsession with the exile could be partly inspired by attraction (yes i suppose kreia could be a lesbian but i doubt it). as for the cutting away from the kiddies getting chopped, I thought the way he did it was great. Remember, the movie is still for all ages, even though it is darker than the others, showing him chopping them to bits would not be a good decision in terms of the reputation of the movie, the fact that he killed them at all is enough.
  13. i could have sworn he said "i thought you had died after the mandalorian wars", but ill hav to check again
  14. no but more light is shed on her trial in the holovid of the exile's trial, they mention her and her teachings, which would insinuate that she was not tried until the exile was tried, which was after malachor V, and after the end of the Mandalorian Wars.
  15. i totally agree, dantooine and Korriban AGAIN? there wasn't even much to see on korriban the first time, and even then they cut them both in half! Pure laziness. And this isnt the case with just the planets either, there were almost NO new models for armour or weapons, just new names and reskins of the old ones. The only new stuff was the robes. Edit: ryloth is all underground, which i think would be kinda boring, but you never know, could work
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