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How are you supposed to know that YOU MUST NOT HARM ANY FACELESS while they automatically shoot you on sight and are everyone's enemy?
I think that's the brilliance of the game. Consequences actually matter.
I mean, even Old Man Jonas remarks on how they're not really good or bad...
I kind of agree and disagree. I am on my second play through without reading up on how to do it specifically to be allied with the faceless to open their shop. Last game they would not even be nuetral to me and let me into their territory.
I agree in the sence that if you don't do it perfect you can't be their ally, making becoming their ally more a special Easter Egg for people who are super peacefull or understood the hints the game gave better than I (and most others it seems).
I disagree in the sense that it really isn't a significant choice and does not really hurt you. Its just a nice little special something. And it also gives people motivation for more play throughs.
I think it would be nice if it had a few other checks, like if you killed Edein, things like that, and you just needed like 3 out of 6, or 3 out of 5 or something to become allies.
I don't know if I'd say the main issue is the number of checks, but the communication to the player leading up to them. I'd bet that a large proportion of players don't bother doing the quests in Foundry and never even find out there are Faceless there. I, for instance, didn't event notice the mayor's office on my first playthrough and only found it on my second from reading the wiki. The interaction in Core City is handled much better, where the guy is right next to an objective from a mission you get via the SGS story arc. The Rail Crossing one is a pretty bad failure to communicate to the player what their options are, and they are totally unintuitive so you could never expect the player to discover them on their own without dumb luck.
The interaction in the institute of Tchort is a cool idea, but again the communication with the player is botched when they warn you to flee and if you really do flee then the story just gets stuck until you go back and talk to Eiden anyway. Then to top it all off, when you get to DC, Six tells you that the Faceless will help you if you are friendly to them except, nope, it's too late for that and your reaction from the Faceless is set in stone already.
That is not neutral. Neutral ALLOWS you to pass the check points and even help you kill wildlife if you pull wildlife to them. I pulled a bunch of Ancient Rathound and let them picked those off. They even invited you to their base to speak to the Commander. The only difference is they won't allow you to trade/help you against Tchort. You can't free prisioner. You can not enter their red cursor door. You are free to loot the Warehouse sector.
What you described is HOSTILE. Not NEUTRAL.
In order to be true NEUTRAL, you need to pass 2 out of 3 encounters with them. I killed a hella lot of Faceless during Institute invasion before hightail to elevator when Edein dropped from infinite Faceless respawns. Still NEUTRAL.
E: not to mention, that given how unexpected the point of no return is, it's very likely that people could get to DC while putting off Foundry and then be unable to go back.