Search results for "b102993f089e70b58ce70ff6488302dd" in md5 (4)

/v/ - Thread 718386843
Anonymous No.718388926
>>718388687
>>mc is voiced, meaning you're going to be forced to listen to quips about donald trump and "bashing the fash"
You play a 400 year old sociopath that missed the past 100 years. What the fuck are you talking about?
>no character creator, forced to play as a dyke feminzai
You could play as the male version (not that anyone will, playing as a man is super gay).
>someone who isnt there because they love games and want to make great ones with their friends, they are rank and file hireling being paid to do a job, nothing more, zero passion, negative talent
Like Troika, then? The studio that basically only made Bloodlines 1 because they desperately needed cash, and who had no passion for the source material?
/v/ - Thread 717982569
Anonymous No.717987009
>>717984519
Speaking of fashion faux pas... minor quip, but can"r say I can get behind the clothing design shown so far for that game.
Thank god for first person view, I guess.
/v/ - Thread 717654775
Anonymous No.717739629
>>717736226
A more recent screenshot of male Phyre. I assume when the next trailer drops they're finally gonna decide on how the two versions look.
/v/ - Thread 716191018
Anonymous No.716194148
>Clothing also affects your interactions on the streets and in the story – characters will treat you differently if you’re wearing something seductive or scary, so it’s functional fashion as well. In one instance, I approached a woman on the street to seduce her into an alley, but it turns out the woman was a sex worker, and Phyre was wearing provocative enough clothing that the stranger assumed I was a competitor moving in on her turf.
>Characters in the campaign will treat you differently as well, either approving or making fun of your fashion choices based on their preferences. In general, it’s clear that you’d need to walk a fine line to stay on every character’s good side, as they can be set off if you say the wrong thing in the dialogue tree.
>Even though you control what they say in a conversation, Phyre has a clear, strong personality that makes each dialogue option feel natural, whether it’s aggressive or affectionate. It’s not just picking “the mean option” or “the nice option.” It’s usually two equally viable things for Phyre to say. It’s far from the blank slate protagonist I’m used to in a game like this – Phyre is a complete character. According to Thomas, that’s by design.
>“I think one of the touch points, one of the closest, is probably Commander Shepard,” Thomas says. “But we wanted to very much play with story and the legends of a particular character. And the stories that everybody in a city such as Seattle may have heard of this figure? Some of those could be true, and some of those could be false.” He goes on to explain that “there is a legend, this character called The Nomad, but like any legend, it’s fuzzy, and it goes in several different directions, and it’s up to the player to kind of solidify that legend.”