安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
I got so far Rebell, Caretaker and Master. Don't know how to get the Enforcer yet
And one more thing. Twitter is very nice, but it would be great if you could actually answer our questions here.
If you have specific questions, we will endeavour to answer them, but on matters of opinion, we prefer to stay out of the discussion.
https://i.gyazo.com/f97dc932b0761436cbabaa1434bed15f.png
https://i.gyazo.com/2eb7e1d0df1814542f8f2c5e981a794e.png
Is it alright, or something should be there?
And maybe you could explain something about the cards. What exactly do we need to do to unlock each card? Because for many players it is very confusing. If you would explain the algorithms, maybe we would understand your twisted logic with these cards.
Also the OP asked about possible DLC with a bonus chapter. What can you say about that? It is just so confusing. The main idea of the story is about making tough moral choices, but it works only when you know that your choices mean something. When you tell us that our choice is important, that it means something and then we see that it is not important, we realise that our choice is absolutely meaningless, it just ruins the story and the whole experience. This is totally unacceptable for a game that focuses on player's choices and meaningful storytelling.
Yes, those pages are meant to be empty.
Regarding the cards, I won't go into too much detail, but I will say that the way we calculate which card to give is not only based on violence (whether or not you distill forgotlings) but also on how you treat them, how forceful you are, how honest, how helpful, how caring, etc., etc. The Master and the Caretaker cards are the extremes. The Rebel and the Enforcer are more nuanced.
On the subect of DLC, we have no plans in that regard.
The game has some narrative issues though (and I partly agree with the previous poster). The first half (up to the Plant) tricks player into believing they have more control over Anne's character then they actually do. And then the game suddenly throws at them something like "this is Anne's story and you are only an observer, so your perspective doesn't really matter". Either that, or the devs assumed that every single player after visiting the Plant would automatically have a change of heart.
Well, it doesn't work that way.
First, the scene has almost zero shock value, because it was obvious right from the start what was going on there (forgotlings are sorted upon arrival, Anne gets anima by distiling forgotlings with her device, and there're no hints of any other anima source in existence, so it's not all that hard to put two and two together) and there's plenty of time for a player to make peace with that, especially considering you play as the Enforcer. So it's hard for a player to simply go along with Anne's decision to destroy the Plant, because they may feel different about that matter.
Second, there's no way to tell something like that is unacceptable for Anne before she faces it. Depending on player's choices up to that point she can be rather harsh and unforgiving (well, according to this thread, at least, where people say you can go and distil every forgotling), so there's about zero reason for her to react like she did. It's understandable why she follows Fig - she's just returning the favor, besides she's curious. It's understandable why she's shocked by Quil being distiled, she's already formed a bond with him. But when she becomes all horified after learning about mass-distilation, from player's perspective it's like "wait you're telling me she didn't even thought of that possibility once, even though it was kind of obvious" and "wasn't she doing exactly the same a few moments ago". (Yeah, since she's lived all her life in Forgotten Lands it is possible she never thought too hard about anima source, believing it's extracted from some crystals or whatever (I though she's smarter than that though). But the problem is the game never makes it clear.)
I can see what the devs were aiming at. But the execution wasn't all that great. For example, Dreamfall and Dreamfall Chapters have somewhat similar plotline with Kian. But when you play as Kian there's a very limited number of choices a player can make. The game makes it clear from the beginning that you have limited control over his character, that there are some things he definitely would and wouldn't do. Then Kian also has a change of heart but unlike with Anne that doesn't happen instantly. He talks with people from the occupied country, learns about their perspective and wants to get to know them better, he meets the rebel leader before knowing it's the leader, so when they meet again there's already a sort of bond between them that stops him from completing his mission. Then he gets arrested because there's some sort of power struggle going on on his side, the rebels rescue him, and even after that the player can still make him refuse joining the rebels. That leads to a game over, but it's still possible to make that choice. The mass murder scene similar to the one at the Plant is there too, but it happens late in the game, and while Kian is also shocked (well, to be fair, DFC hid the evidence better), this revelation changes almost nothing. That's not what makes him join the rebels, talking with people, exploring the world and gradually learning it's not as black and white as he thought does. (This game kind of tried to do the same, but I didn't feel like there were enough reasons for Anne to join the rebels, especially given they've almost killed her.)
So making the Plant scene a turning point of the story wasn't really the best decision. Maybe if we could learn more about Anne's perspective during the first half of the game that would have already made things better. For example, as she walks around the city we can hear forgotlings discuss the situation. If Anne could somehow comment on that or if there were more interactions like the one with suitcase in the train, that would help a lot.
To be fair, the second half of the game is good in its own right, but it feels like you're playing two different games, which is not really a good thing, because the story should be more coherent. I loved the game overall, it's honest, it has great characters each with their own distinct personality, it has great setting, it touches upon the variety of subjests, it's creative in a way it presents some real-life based situations in a form of a fairytale and it's one of a few games that give player a chance to see the world from a unique perspective of someone who works for the system and should do morally arguable things. But I wish it could stick either to being a dystopia through and through where player's choices really matter and where there are harsh consequences for any of them or to being fully Anne's story with her character more fleshed out during the first half, because it kind of feels like we get to actually know her only after visiting the Plant.
I'm writing all of this because I think it's a great game but there's room for improvement, and I hope the devs would think a bit about the things I've pointed out here.
The final choice is actually HARD, and knowing it will lead to a time loop doesn't make it easier. I had to pause the game and think. I guess the whole point of that choice is that there's actually no reason not to go through the bridge and that it's something we would want to do. As Caretaker said "what you catch is an illusion, so you search again, never resting", so it's natural we would want to check what's out there. Seems like the devs kind of wanted the player to oversome that desire, to accept that it's only an illusion, and that Anne was forgotten, so it's impossible for her to go back. Well, it was heartbreaking. But I loved that part. Confrontation with Tink was also great.
Also, I've got a rebel card.
While a lot of what you all post makes a ton of sense, what I believe would clear things up entirely... is what you do in the library - [spoilers] there are shelves that can be interacted with [/spoilers] - and when you interact with "Master" Bonku in the final choice scene. (And the thread is labelled "spoilers" so I'll continue from here without the tags. The thread is pretty old + I'm sure people that don't want to be spoiled already avoided this thread ages ago.)
What also helps is when the Caretaker tells you before you regain control to make a choice: tl;dr "Go with Bonku to undo everything" or "return the arcas & be crystallized" so it is actually hinted towards a time loop of sorts, albeit not very obvious at first. I mean, who would take those words literally the first playthrough? But how about when you interact with Bonku when you Do take control of Anne; the Caretaker tells you that he couldn't see a life there because he was stuck in the past. Another less-than-obvious hint towards a potential "refresh" of the game, although it does sorta hint at something of a...ending that could have been. An ending I wish was one.
Because what bugged me during that whole sequence is why does Anne decide for us to stick with Bonku no matter what, whether it's leaving through the bridge or being crystallized alongside him. I'll admit to actually siding with the rebels a bit, but to the extent that I rather have gone through the portal by myself & the rebels do with Bonku as they please. I have a mom to reunite with & Bonku has NOTHING to do with that aside from the memories he gave me as I was growing up - only to learn of what he did to acquire such power in the first place, and what he was ready to do to maintain control.
But I don't know. That's my ten cent to the conversation. I'm not even sure it all makes coherent sense, haha..I played the Switch version, btw.