this post was submitted on 12 Aug 2025
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For me it is Chloe from Detroit Become Human. I like her because she is beautiful, expressive, she breaks the fourth wall and evolve alongside with me the player. It is like she is being affected by my choices in the game.

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[–] Coelacanth@feddit.nu 0 points 5 days ago (1 children)

On Story mode E33 can basically be played ignoring parry/dodge and treating it like a classic turn-based game. There is an accessibility option to auto-succeed on the QTEs on your skills, too.

What did you find pretentious about the writing? It is definitely written by self-styled "intellectuals" and in a very high-brow manner, but for me it felt very genuine and sincere and the emotional moments of the story felt extremely raw and heartfelt.

I don't think the writing changes noticeably over the course of the game so if you're not vibing with it you might just not like it.

[–] cloudless@piefed.social 1 points 4 days ago (1 children)

One example from the beginning of the game:

An awareness creeps up on you. A mass lies hidden in your dead angle, soaking in some lurid, acidic sauce. It's bloated and shameful, a ball of meat surrounding you... This is a terrible line of questions, and it will only lead to more awareness of the meat-thing. The song of death is sweet and endless... But what is this? Somewhere in the sore, bloated "man-meat" around you -- a sensation!"

I think the writing is trying to show the confusion of the protagonist, but it confuses me instead. I prefer something more striaght forward and just tell me what's going on.

Perhaps "pretentious" is too strong a word to describe it, perhaps "overly decorative" would be more appropriate.

[–] Coelacanth@feddit.nu 1 points 3 days ago

I think for me the voice acting of that opening was so good and distinctive that the writing felt completely natural, but it's certainly verbose and I could see how it comes across as pretentious to some people.

I quite enjoyed that bit personally, especially the "evil apes" bit that I thought was quite funny. It's an early example of the use of the dialogue system itself as a means of introducing pauses in the delivery for comedic effect, which this game is brilliant at at times.