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Major games understand that at the risk of artistic vision and breaking the story illusion a bit, you can't just perma fail the player like this. I really hope you patch this so that it's not a real lockout (or invent some creative way of allowing the player to continue to try the dialogue options), there was absolutely no warning that i was at the end moment of the game. If nothing else, learn this lesson for any new versions of the game you make!
What story decisions you make is part of your saved game. If you want another story, you need another game.
Not everyone gets the best ending in their first attempt. That was done by design not to frustrate players, but to put more weight on their actions.
Initially, when you first go into the hatch, it is just a room, then you go back out and get given another X challenge robot thing. You go do another boss then you get access to the second room with the head in, but it's console is not working. So you go out again and do another mission, and this time you can have a dialogue with the console. Then you have to go out again, and do another robot mission, to come back and get another dialogue which may instantly lock you out of the main story, if you simply choose the wrong option, from a list of a few mundane dialogue options.
I kept expecting another area underground to open up with a larger part of the story. As a player, I never felt like I was engaging in some big end-game part of the story. The expectation/understanding of such was never created, as I'd had countless dialogues with robots. I could see I was progressing to something, but these bits of story just felt like breadcrumbs leading further on to more interesting stuff. If you're going to have a story in the game, early on in the game, it needs to create a vague understanding of the players goal (e.g robot saying "My freind told me there might be a way to reprogram the overlord and end this madness", that way, you'll sort of have an idea what your overall goal of the game is and how it might be done. Not that any of the final options I had a choice on really stood out at me as being likely the best one.
Anyway thats just something to consider for Rombie, good luck with that.
I understand the point you are trying to make, but at some point the choices you make in the game need to impact what ending you get.
Getting "locked out" doesn't significantly limit the game, it is just one ending to the main storyline. As I said, you can continue to play the saved game to do anything else you want.
I'm also offering to rewind your saved game. I'll just need your saved game and some time. I sent you a friend request.
The ending choice isn't meant to be obvious, so it can be more than just a mindless "click here for the good ending" option. Multiple playthroughs may be needed to get the best ending, by design.
Some games have obvious "good" and "bad" choices & let you walk them back. I didn't want 5089 to be like that. Real choices are complex, stick & have weight. I consider this a feature of 5089 that I understand not all will like.