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No, you can't. He doesn't say anything about that, either when asking about a suspect, asking about the building, or after you fail the check.
If you PASS the Shivers check, you learn how to see the ladder. If you FAIL the check, that's the problem because you have no alternatives. If you FAIL the check, the guy says nothing about a way in.
That is the bottleneck - passing the difficulty 20 check in a flavor/lore skill.
I can see why the people don't like the check-gating, but it makes a lot of sense from the point of view of preventing players from locking themselves into the endgame.
A way around the climbing check is good. No way around the Shivers check is bad.
There are lots of things a player could spend skill points on, such as unlocking other white checks and unlocking thought slots or possibly removing detrimental thoughts. You can horde some points, sure, but the design does encourages you to spend them as an alternative to save-scumming.
No, it does not "make a lot of sense" in the context of the design of the rest of the game. Besides, that's not the point of no return, Kim warns you of that farther in fairly clearly.
Apparently you are unable to comprehend, so I'll try speaking slower.
The. Point. Is. Not. The. Check's. Difficulty. (Even. Though. That. Is. Still. Very. High.) It. Is. Bad. For. The. A. Game. Claiming. To. Be. So. Open. To. Only. Have. A. Single. Bottle-necked. Check. For. The. Main. Plot.
Now go away.
I dearly wish people would get that through their brain. This isn't a sandbox and you can't haphazardly interact with it. You couldn't change anything in Baldur's Gate or any number of other RPGs either.
The skill-gating is also there from the very beginning, when you try to interact with the corpse. The game introduces you to the ways around whatever checks it throws at you - modifiers, spending skill points, using the thought cabinet. Not to mention clothing and drugs.
So let's be clear here. Do you just want the game to be completely open, or do you want story branching?
No, you clearly do not.
That's false, because the game gives you multiple options to proceed at most other points.
The marketing and the interviews and developers blog disagree with that.
I wasn't talking about changing the plot. I was talking about allowing the plot to advance at all.
You get two chances to examine the corpse without puking, and if you fail both of those, you get a Thought that takes very little time to advance that gives you +6 to that check, and raises your Endurance cap in case it was too low so if needed you can have up to 4 additional chances to pass the check.
That is designed specifically to make it easier to advance the plot. The Shivers one is not. And additionally, Shivers is largely used as a lore skill, not an core investigative skill.
You claimed that the game isn't completely open, so does that mean you think the game has story branching? Because it doesn't. The story is pretty linear and whatever branches there are converge back into themselves.
It matters because it seems to go against the philosophy of freedom and "accept failure" which the rest of the game tries to embrace.
It does not take brain damage, it takes not knowing in advance to save a bunch of points to shove into a lore skill.
[/quote]
What the fudge?
LITERALLY MY ENTIRE ♥♥♥♥♥♥♥ POINT is that you CANNOT "fail forward" with that check.
Thanks for ruining this thread with your incessant sh-t-posting.
Let's break it down. If there were alternative solutions for every build, the game would be totally mindless because you couldn't ever fail. THAT IS DUMB.