every day i am without my extra greeting as a citizen of kurtistown the more
2 notes
·
View notes
Hermod, what do you do to take a break from class?
I've been spending time tending to the carrier pigeons Scala uses to deliver long-distance messages. I've also taken on some mail delivery jobs for a little extra extra spending munny.
21 notes
·
View notes
Seeing Redfall get absolutely awful reviews is like watching one of your best friends get actively worse because of their possessive partner who isn’t right for them at all
Hey Anon, I'm not sure I totally get your metaphor—I think Redfall is the friend, and reviewers are the partner who "isn't right" because it's not their type of game? But yeah, it does suck to see, and I'm skeptical of a lot of them. So many having short playtimes, and/or criticisms so vague that it's unclear what their actual issue with the game is, feels a little suspicious to me.
I'm not saying the game's perfect—I've had some minor bugs myself, and sometimes when I get to a new area/run far enough it'll freeze for a second as things load—but what big game doesn't launch a bit buggy? There's too many moving parts, and too much variability in folks' computer configurations, there's always gonna be something. I do look forward to some patches to see if it fixes the freezing for me, but I find it playable enough to still enjoy until then.
I also play games for story, rather than gameplay, so that could be another differentiating factor for me. While I do generally enjoy getting story via cutscenes and don't mind loading screens, so I'd also personally have been fine if it wasn't open world, I do also like good written lore and environmental storytelling. There's been some interesting highlighted notes about what the folks in Redfall experienced, some cool in-universe fiction I know Dev's book is out there and I NEED TO FIND IT, and even some not-highlighted written stuff that adds even more to the setting. I've also seen both amusing and heartbreaking environmental storytelling.
For example, in the Shadetree Supper Club parking lot, there's a stack of boards that make a ramp up to a low barrier, with an overturned golf cart on the other side. In front of the golf cart was a bottle of vodka—so someone got drunk and tried to launch a golf cart off a ramp, which failed hilariously. But there's no blood, so they walked away from the attempt. Further on, in the building, you can find a written note (the title's something like "Don't be Afraid #1"), with two sleeping bags set up next to a large bike and a small bike. Are they okay, that adult and the kid they were trying to help not panic about the dentist? I don't know, but probably not, and it breaks my heart. Further in, at the bar, there's two dead civilians—but also a few dead cultists, which you don't see often, so those folks actually managed to hold their own for a bit when the shit hit the fan.
And that's just in that one key area. Sure, there's open space on the roads and forests, plus totally boarded up houses. Given what's been happening in the town, I find all that fitting. But if you take the time to look at the areas where there's clusters of cars, or spot something among the trees, or observe the placement of things while you're inside buildings, or read posters and notes that aren't highlighted? There was a good bit of deliberate attention put into all of that, to show what life was like over the past several weeks in Redfall. (And if you haven't yet, give a go at staring at the in-game eclipse every now and then.) Hell, even the currency is called "support," and the junk you pick up is stuff that would actually be useful for the survivors. So even some of the mechanics are arranged to underline that the point of the story is centered around trying to bolster and save Redfall's community.
There's plenty of story to absorb, and emotions that it can evoke, if you approach it the way they've presented it.
19 notes
·
View notes