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Laporkan kesalahan penerjemahan
alad v being alive after we killed him to then being infected to mercy killed to them be alive but not being infected was kind of weird
Not only him, but Sargas Ruk and Vay Hek too.
We have killed them but they still appear later on.
Don't get me started on whispers in the closet. I really didn't care too much about the random romance(?) story out of left field, let alone the endless whining from Loid and Tagfer. I mean really, I was so ready to side with the man in the wall, if he made them shut up.
Like, don't these idiots think there might be more pressing issues at hand? The imminent invasion of some eldritch horror comes to mind...
absolutely convoluted, filled to the brim and over with extremely annoying vague garbage, references and made up words that will only be explained in 5 years from now, insufferable dialogue / characters, no build up or closure and it's usually so far apart and cryptic you have no context anymore by the time something new comes out
and because for some reasons NPCs just have unskippable dialogue when you talk to them half the time, i immediately tab out because i can't be butt-ed to decipher their code and just wanna look at what their options are to try to find out how to approach new content
this doesn't even touch on the fact how much stuff is hidden behind pickups / puzzles and timed-exclusive behind events that you will never see again
trying to understand and follow warframe's narrative is nothing short of a punishment - aside from the rough setting of the world, it really is just the absolute worst in every department
The concepts and atmosphere are amazing. The world looks great and how it makes us feel is great.
But the lore is crap.
Concepts are set up in their tiny little content islands and then completely forgotten about. See Nidus V. Deimos, or Clem V. Karl. Both cases set up a concept that was ditched to just re-create it a few years later.
The way it's presented is also typically terrible, telling us nothing that goes anywhere or being completely overbearing for new players. Duviri Paradox intro plays like a skyrim intro.
"The story is so hard to understand!" followed by the same person saying "I ignored the dialogue!"
If you don't even TRY to understand a story and actively ignore when the game tries to explain things, then you don't actually KNOW if the story is good or not. You might be right, but how do you *know* if you skip things constantly? Do you watch or read summaries? Do the people who compile the summaries include everything? Are they the ones telling you the story is bad, or is it your own judgement?
Could Warframe explain things better? yes.
Could the lore be less hidden or obscured? yes.
Should more of the story from old events be available in some form in game? YES!
If they made the entire story and all lore explanations unskipable would people complain MORE? also yes.
They put the bare minimum for basic continuity into the cutscenes and "intro quests", and then put the rest of the story into optional locations. Those people who want more of a story or want more details on the background information can go find it, but they don't shove it down the throats of everyone else.
This is where we also run into issues regarding different TYPES of storytelling.
- Dialogue driven vs Environmental vs Visual Cinematic
- Character driven vs Broad conflict
- Narrative overview vs Single-perspective
Some of these, or combinations of these, simply don't resonate with some people. They just have a harder time following those types of stories regardless of how much *story* is actually there or how well thought out the world, characters, or events are. If you don't like listening to or reading dialogue, you're unlikely to enjoy a story where the majority of the story is presented to you through the conversations of characters. If you are overwhelmed by a fast paced cinematic, you might miss details in the background or some character's implied reactions based on facial features and body language. Both of those are valid ways to present a story that do not appeal to every audience.
Part of Warframe's issue with story is that they have presented us with multiple types of story throughout the history of the game and those stories have taken multiple different forms. It's hard for ALL the story segments to appeal to EVERYONE when those methods keep shifting. I personally enjoy the story, but I understand why some people bounce off it.
What I don't get is when people say it's terrible and hard to understand after skipping it at every opportunity. And also complaining when they're not allowed to skip more.
But now it has become quite lame, whisper in the walls has a good start with the "warframe 1999" teaser-mission, the giant vessels and the looming threat of the man in the wall (btw the sand zone really reminded me of Remnant:from the ashes) just to quickly devolve into Loid's cheap romance with a side of cavia's squabbling (imho Tagfer and Bird > Loid and the fish , even at max cavia' standing Fibonacci is still ... aggravating while Loid barely changes).
The worst (for me) is arriving at the hub and just be reminded of its anti-climatic ending and have my disappointment refreshed. The finale really did make no sense, nobody cared to explain how Loid is able to hear the "doubles" while not ever being "exposed" to the void (like what happened to the cavia, Albrecht or the Tenno) but seemingly everything revolves around him (remeber, you stop YOUR "evil twin" with a caress and the last word of Albrecht to Loid ... how? I don't know, it doesn't make sense).
Btw , the actual interesting things are inside the codex that you collect from the copies trapped in the books (all the stuff about the vessels, Albrecht reaching duviri etc).
Really smh ... ok bye. o/