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Basically, if you hit a brick wall somewhere, do something else, level up, put a point in the related skill and come back.
I've gone a 4/4/2/2 build, focusing on logic and visual calculus. Splashing out for some empathy. Basically just going for a Sherlock Holmes "want to deduce what is going on" type. After putting 2 skill points into my 'core' skills, I focused on adding more thought cabinet slots, since that's where the most interesting stuff happens with your character.
there is an option to ask money from the rich negociator on the boat (ouest of the map ), if you ask for the 130 real, she'll give them to you
Totally agree, and Im a terminal metagamer. When rpgs bore me (so mostly always) I resort to metagaming cause frankly if a plot isnt holding my interest i just want to find a way through it asap.
What this game does is so clever in that the writing is so good when I fail it feels natural like a proper PNP rpg of yesteryear. I consider other ideas or approaches. I mean I am playing a physical character tried punching the kid and rolled a double 1 fell on my a*** nearly died of heart failure but rather than reload I let it play out and it ended up being like 20 mins of plot and reading Id never have found if the punch had landed. Was glorious...
I like consequences and cause and affect but it does seem a little too random and wacky for the sake of wackiness,especially when the game goes out of its way to switch from super serious to crazy every other line of dialogue does get jarring some times.
As for the random health loss, honestly I have no idea why the game felt the need to have death in the first place. It's in a lot of random locations and seemingly only there to justify the existence of the Endurance and Volition Stats. ANd considering the game is very picky with autosaves, it usually just means annihilating half an hour or more of progress and then having to redo a lot of conversations.
Btw, if anybody wants my two cents on what Character to play: I would prolly recommend a high Int character, something like 5/3/2/2 or 4/4/2/2. There is some stuff in the game that would probably make 0 sense to me if I didn't have the Int bubbles pop up to explain stuff.
Also, don't invest in thought cabinet slots too much. They mostly increase caps with very little way to tell what they actually do, which I feel like is pretty useless most of the time.
I'm hoping to try out a more physical, gut-feeling type detective sorta like John Mc Clane from Die Hard.