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But I murder all the deers I met along the way.
This is the way.
This is actually a good point. I wanted an option of the player saying something like "You're a slave to the root" or something. Ravager also said "You can't kill me." when he's defeated. While also stating all things, even gods, die. It could be neat if the upcoming DLC brings Ravager back with some way to do a quest with them. Other then the doe. Which in turn can result in the outcome of the Ravager either breaking free (which may or may not lead to his death, but at least not enslaved to the root) or having to fight against him while he's loyal to the root.
The choice between the doe and Ravager is interesting, but it seems a bit too black and white. True, Ravager makes some valid points about how all things die. But when it comes right down to it there's no lasting consequences afterwards if siding with Ravager. What I described above can be done in a way that does consequences with wrapping things up quickly, regardless of player choice. What the devs tried (but ultimately only half succeeded in doing) with the doe was make it have a lasting impact. Except that's only done when siding with the doe. If killing the doe then the "pact" with Ravager... just stops being mentioned ever again? So what's the point beyond a item reward? Putting the pieces together Ravager needs someone else to kill the doe or they'll just come back again. So I understand why the pact is made. But if there's no consequence for siding with Ravager then it comes across as a bit flat. Meanwhile the player can save the doe and get to see the result of their actions while it's grazing at a tree. And it's talked about after being saved.
Basically Ravager would have more of an impact if NPCs mentioned the consequences somehow when siding with Ravager. This is basically a god we're talking about. So it makes no sense that none would mention what happens when the doe dies. Ravager is more then just another root. He just happens to already allign with the roots goals. The root don't need to "brainwash" him. The transformation itself happened after "the wanderer" from Remnant 1 deafeated Ravager. So I can understand why it happens. If Ravager was challenged with the logic of "The root only saved you to enslave you" though then I think it would get them thinking at least. Likewise other NPCs could do with saying more about Ravager and the doe after the player sides with Ravager.
The devs got a lot of things right. But they don't seem to have mastered meaningful consequences quite yet. With a bit more TLC in that area I think they can manage it though. Maybe have an NPC say something like "You killed the doe and destroyed out way of life". And how exactly does killing the doe make the player "eternal"? It's never elaborated on. So we're kind of stuck here scratching our heads when siding with Ravager. The player can't question it in game so ultimately the doe comes across as the objectively more appealing outcome because people will at least know the outcome. With Ravager it's coming across as "half finished". Or at least half left unsaid. The player is already reviving after being killed as well. So what's with the whole pact thing?