4th August 2004, 10:49 PM
CT works like that latter thing you mentioned about party members (except in one major location where you can actually start a conversation, but there it's really just them making set statements they repeat over and over until a major story point changes what they say).
So this character is a preset storyline type thing instead of being designed yourself eh? Personally, I love both styles. In one, you can sorta imagine your character's backstory and develop your persona yourself, but the downside is the main story has to be at least in part detached from a lot of what you come up with. With a character that's predeveloped, the game's story can be as fully developed as the makers want it to be, but you are limited in what you can get that character to do. I don't look at them like that while playing of course, I'm just saying that I love both when done well. However, if it's a totally predone character, I wanna know, what's the default name? :D
Ah yes, so you need a bunch of charisma to get all those conversation options eh? I'm used to that after the likes of KOTOR and NWN... Not really a bad idea, so long as EXP is gained from all manner of things and not just combat. I just hope conversations don't rely on dice throws to determine if my "persuade" was a "success" or not. I'd rather it be more set in stone so I don't end up loading the same game over and over (yes, I know not knowing how the guy will respond is realistic, but I personally think a random die throw is NOT the way to put that realism in there).
Anyway, more on CT. I'm not sure how long Torment is, but CT, for an SNES RPG anyway, is actually shorter than usual. It's certainly longer than today's console RPGs mind you :D, but shorter than something like FF6 (I think longer than Super Mario RPG though). If you do get the PS version, be warned that the load times are pretty bad. Just to make it tolerable, play it on a PS2 with fast loading enabled. (The PS2 won't save these PS1 settings though, so you'll need to activate it EVERY time you turn on the system...) Also, the main character is an "avatar" character, meaning he doesn't say a word, not that you can read anyway. The point I imagine is you are supposed to imagine what the main character just said yourself, thus being able to let your imagination create the character as much as possible when the role is already fixed in place. (You know, it's just like Link's character in the Zelda games.)
So this character is a preset storyline type thing instead of being designed yourself eh? Personally, I love both styles. In one, you can sorta imagine your character's backstory and develop your persona yourself, but the downside is the main story has to be at least in part detached from a lot of what you come up with. With a character that's predeveloped, the game's story can be as fully developed as the makers want it to be, but you are limited in what you can get that character to do. I don't look at them like that while playing of course, I'm just saying that I love both when done well. However, if it's a totally predone character, I wanna know, what's the default name? :D
Ah yes, so you need a bunch of charisma to get all those conversation options eh? I'm used to that after the likes of KOTOR and NWN... Not really a bad idea, so long as EXP is gained from all manner of things and not just combat. I just hope conversations don't rely on dice throws to determine if my "persuade" was a "success" or not. I'd rather it be more set in stone so I don't end up loading the same game over and over (yes, I know not knowing how the guy will respond is realistic, but I personally think a random die throw is NOT the way to put that realism in there).
Anyway, more on CT. I'm not sure how long Torment is, but CT, for an SNES RPG anyway, is actually shorter than usual. It's certainly longer than today's console RPGs mind you :D, but shorter than something like FF6 (I think longer than Super Mario RPG though). If you do get the PS version, be warned that the load times are pretty bad. Just to make it tolerable, play it on a PS2 with fast loading enabled. (The PS2 won't save these PS1 settings though, so you'll need to activate it EVERY time you turn on the system...) Also, the main character is an "avatar" character, meaning he doesn't say a word, not that you can read anyway. The point I imagine is you are supposed to imagine what the main character just said yourself, thus being able to let your imagination create the character as much as possible when the role is already fixed in place. (You know, it's just like Link's character in the Zelda games.)
"On two occasions, I have been asked [by members of Parliament], 'Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?' I am not able to rightly apprehend the kind of confusion of ideas that could provoke such a question." ~ Charles Babbage (1791-1871)