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The closest example to this combat system would be the 2004 Fable. If you struggle with the combat, my condolences. Completed at level 24 and simply filled every boss with bullet holes.
All of the choices are black and white. Two choices that are "Wrong" and one choice that is "Right".
Sure, the game tries to lead you into making the "Joke" choice but lets not pretend its anything more.
Also pro-tip: You can avoid consequences by not resting. Which is what I did during and past the West End section. Consequences Avoided. 10/10.
The NPCs are simply one dimensional with nothing to contribute.
VtMB is an unfair comparison and it should not be made as they share almost nothing in common. Except Vampires.
Great you liked it though. You sing its praises to highly though.
Never had ammo for that. 2-hand mace all the way. Some bosses took 40-50 minutes. Seen people on streams doing way worse than me. Requires one to be used to such games. Never played Fable. Played all Witcher games though and it does feel very fast paced and jumpy just like Witcher 3.
Rests are enforced at certain chapter transitions. Multiple choices can be fine for the ending, or fine for the district. If you did not directly embrace a pillar, them mostrocityfying will not inpact the ending, just the district itself. At the same time sometimes them living or dying will not inpact the district that much and only inpact the ending. For example, with the West End guy, his district barely took a hit even though in my game he passed away. So technically it's 2 choices that you can fix from and one bad one.
How not one dimentional LaCroix was? Or that guard that's in love with you? A lot of VTMB characters worked on a single thought pattern and there were very few non-end of the game choices that affected the ending or the world around you, rather than just the opinion of those individual NPCs.
The ending is not a meaningful consequence as it has no effect on gameplay so thats moot.
And yes.
A Pillar living or dying will not impact the district, thats why people are so annoyed by the Nurse Crane and Sean traps because it didnt sink the District and force a re-start. Wait... Thats not right...
Super Mario also has some one dimensional characters.
When I lost West End to natural causes all that happened when I rested in chapter 6 is that Penbroke sanitized itself. I have lost both Sean and nurse Crane as pillars, still kept their districts at stable and still got 2nd best ending (could have gotten a better one, but I ate one person).
After "Charming" Nurse Crane in ACT:2 The District took a major hit from "Healthy" to a few points within "Stable" I had made sure that everyone I could reach was not sick leaving only Mason Swanborough because he was locked behind Mesmerize 3 so remained sick.
Resting an additional time resulted in many Citizens becoming sick easily dropping it in the low "Serious".
But you are right it can be kept it within the narrow few points of "Stable/Serious" only if you enjoy grinding Skalls and mind numbing amounts of running around in circles everytime you dare to rest, know its about to happen and thus didnt bother collecting hints to gather EXP to embrace a Citizen.
It still remains that with the Pillar standing you can risk embracing a few NPCs however without the Pillar that District becomes nothing more than a chore to keep it healthy enough to be useful.
Yet that is only if you know what is going to happen so have prepared for it, most players upon reaching this point will not have the ingredients nor formulas to heal everyone, especially if they healed the NPCs at the Hospital.
As for your claim that Pembrooke Hospital "Sanitized" itself must be yet another bug in this game as NPC afflicted with an illness should only progress into the next worse tier of that affliction until healed.
Yet even then for all of its "Choices and Consequences" To admit that those choices were not met with any real noticable consequences other than a managable drop in District Health and "O noes. That Character doesnt exist anymore." pretty much deflates "Choices Matter".
Shocking News Just In: That is the same for most modern games that try to make their characters have any relevance.
Easy example off the top of my head would be Duex Ex: Mankind Divided. Who you going to save Jim Miller or Allison Stanek?
First rest after curing tends to remove their sickness status. I wonder if it's because at the same night the pillar had to fall so the game was trying to do both consequences at once. So after healing:
1 night of stability up, everyone that you healed is healthy
2nd night some will fall with a level 1 illness
3rd night some will fall with a level 2 illness, some will catch level 1 illness
4th night some will fall with a level 3 illness.
You have aproximately 4 rests before death from illness even becomes a concern. How many times a game do you rest? Not that many. At least it shouldn't be that many. The game encourages you to not level every time when you have 600-1000 exp, but rather pile that on.
2 of 4 of my pillars fell, I was a new player, somehow got through the game without districts in critical? Once again, it takes them forever to progress to level 3 illnesses.
Or it was chapter 6 and Penbroke pillar could no longer die because he was embraced? Or West End's pillar death actually had positive consequences as he wasn't a nice person?
How is district health and character death NOT a consequence? What should the consequence be? Giant "you lose" on your screen? Oh, wait, I know! A meteor strikes their ♥♥♥♥♥♥♥ house and you can no longer ever enter that area. Would that be a consequence enough?
But yes, I have never needed to rest 10 times in a single game.
I agreed with you, a District can lose it's Pillar with out sinking entirely.
Cherrypick that last part if you want but the answer is still written above it. I found the combat bad enough without grinding Skalls ontop of it just to heal an endless tide of Citizens that have such weak immune systems I'm suprised they've lasted into their twenties at all.
All so I can keep the District's Health teetering within "Serious".
The death of a character that has lost any value and relevence to the progress and the plot doesnt matter.
Save Sean, Kill Sean. Tell me, apart from the ending or District Health, where does it matter?
He may as well of disappeared the moment he ran out of chat options for all the impact he had.
District Health being such a minor form of "consequence" which is managable or avoidable, so unless it tricks you when you're new and dont know any better it loses all significance to the importance of your choices.
Note that the ending is not a real consequence as it has no effect on the character or to the playable world around the player.
I can change keyboard keybindings just fine from the in-game menu, so I'm not sure what you're referring to ?
And walking up to enemy also works fine for me (I don't recall what the default key was as I just always rebind everything first thing in any game), I've even bound this specific one to a mouse side button to be easy to access.
It is called RPG on the store page, there are conversation choices, there are different endings and you can replay the game with multiple different builds. You may argue what an RPG means to you, but this game from the industry point of view and majority point of view is in RPG.
Because you didn't rest and didn't see any of the consequences, the NPC's were one dimensional. You basically didn't play the game...
But Vampyr may as well be a Doctor Simulator and Crafting game too.
Generally having little to do with the conditions that you've listed, the only true prerequisite is that the Player Role-play through a set narrative.
Super Mario is an RPG. Pokemon is an RPG. Dark Shoes is an RPG. Diablo is an RPG. Payday is an RPG. Talisman is an RPG. Torchlight is an RPG. Black Desert is an RPG. Etcetc.
Sorry. That has thrown me from the context of what I said.
But how is that... What.
Its like you're agreeing with me but using sarcasm to do it...
It depends on what you meant.
I read it as you deliberately avoided having any consequences by not resting.
Was that right?
If that's the case, then of course the NPC's were all one dimensional, since your playthrough basically took 1 ingame night. I've noticed a lot of consequences to my actions when I rested, both in NPC personality/hostility shifts as in their deaths. If you didn't rest, there was no time to let your choices have any consequences.