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Putting aside the way the story is told, the story is interesting, just told very poorly. I did feel sorry for Artemis. As with most of the game, you really have to pay attention and read the text boxes to get anything out of the game.
Some of the descriptions for fauna are pretty funny.
It is unlikely to win any awards for story telling...might even be a case example of how not to tell a story. I guess I cut them some slack because of how difficult it must be to provide the same exact experience for every player regardless of where they are in the immense galaxy. Way points do fail on occasion because of the constraints of procedural generation.
If I was playing the game for the story, would have left a long time ago.
This leads me to the most disappointing aspect, that is the fact that whatever you do within these stories is meaningles, because it doesn't have relation to the world you live in (in game). These stories are in the game but also somewhat not in there, on the side. Whatever choice you'll make you can get that item / tech / whatever reward later from somewhere else. Ot not. Doesn't matter.
To this day I am also wondering about all the terrifying item descriptions, e.g. antimatter, where it's said that handling it roughly or something isn't advised... I'd like to know how can I handle the antimatter in a way that it would actually DO something unexpected. Or the abyssal treasures, where something was supposed to haunt us... never felt haunted. Maybe my luck finding cool ship has gone down, but nothing else. I mean these descriptions only promise but don't deliver,
I think I wrote somewhere or even in my review, that I like the game. I really do. Otherwise I wouldn't even be here. But I think that story writer seems awfully similar to these japanese mid- or highschoolers writing crazy stories on the web you can read tons of anytime. Or 'their' diet consists of way too many shrooms.
The universe exist as it is because the algorithm dictates it, you can't change things locally because planets doesn't exist as physical objects. One change would change the entire universe at the same time.
How to tell an story when everyone starts in opposite sides of the galaxy? When you don't know if players are moving forward or backwards, up or down?
The best way to make a story is to have the Anomaly as a controlled environment that you can summon no matter where you are, but even then I don't think a tight story driven narrative is possible.
I don't know what causes the story to be so detached but it's definitely possible to make it feel more 'real' if someone wanted. They could make us undergo some drastic experiences like blowing up at the end-story or taking away anything you have except for encyclopedia entries and the like. But the game was meant to be mild and stress-free, which it fails to be anyway for different reasons, more related to quality. I still will play though despite the story.
The main story is definitely disappointing. I'm playing a game to immerse myself into an imaginary word and the story itself turns around and says it's not real. Well, thanks for ruining my sole purpose for playing lol
I suppose I can't really complain though. I got a few hundred hours out of the game.
I wish the story made a little more sense because it really is very weak. I mean it is a very simple story at the end of the day but, maybe if it was told differently and the universe was a bit more lively then it would have been way better.
I completely agree that there being only 3 alien races and all of them being anthropomorphic, and they all having pretty mediocre and "clony" animations, just feels very dead. I think this game stands somewhere, an ugly spot, between a text-based adventure and a fully fledged action space adventure. Because the dialogues feel like they would be from a text based adventure, emphasized in some *KIZZZT* bits or the way they try to relay emotions and other imagery presentment through messages. But all the meanwhile you are flying around planets and landing on space stations.
It feels like the game doesn't know what it wants to be. I don't wanna do it injustice, I mean I played for like 200-something hours, the game is fun, but the story leaves way much to be desired
@Nightweaver20xx Within the 680 hours the gameplay you had, you probably noticed how most of the options ( I SAY MOST, I will get into that ) leads to the same kind of dialogue. Stuff like when you ask about the "Sentinels" or "Atlas" but the dialogue has stuff related to BOTH... or when you Apollo mentions the korvax and the machines and you're given the Cough/state out the obvious choice which both leads to the same situation, which is VERY LAZY STORY NARATION.
Stuff like that I wasn't into, but the more played the game the more I go into some other part of the story that made me think about how the story plays out...
Regardless if it's a Story-Enriched badly initialised game, bugged or not, boring or fun... The journey is the most important thing imo
I agree about the story not being top tier, but it does fill out the void that was left out during release version imo
EDIT: The reason why I said "most" is because there are some branching dialogue that may happen every now and then
You keep using that word. I do not think it means what you think it means.
Also getting tilted because the game doesn't use genders? That sounds like some personal issues that you need to deal with right there, not the game. Maybe some introspection would be good.
Branching storylines are very hard to do and require huge amounts of extra programming, and I realize we're still dealing with an indie team of 30 or so people. But it would be nice to have some different consequences for my actions if I choose to, say, help or not help Apollo other than the Atlas telling me whether I did at the end.