History Main / WelcomeToCorneria

10th Aug '17 10:19:49 PM jtierney50
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*** Another interaction got a similar CallBack in the [=DlC=]:
--> '''Guard''': Shall we gather tonight for whiskey and cigars?
--> '''[=DLC=] Guard''': Are whiskey and cigars all you ever think about?
7th Aug '17 6:16:08 AM CosmicFerret
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* ''DragonQuest'':

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* ''DragonQuest'':''VideoGame/DragonQuest'':
3rd Jun '17 10:11:34 PM DivineFlame100
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** ''VideoGame/TalesOfBerseria'' subverts this by having each NPC highlighted with smiley face chat icons, which turn dark gray and into normal face icons to let the player know the NPC is done with his/her dialogue. [=NPCs=] will also shuffle in-between events, so with the exception of some key [=NPCs=] related to the plot, there will be a fresh batch of new [=NPCs=] to talk to each time you clear an event etc. in each town. In addition, there are also special voice chats which are only said once and are highlighted with exclamation marks instead of smiley faces.
3rd Jun '17 2:51:32 PM nombretomado
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* ''VideoGame/AliceInWonderland'': Despite being a modern game for the {{Wii}}, the video game version of Creator/TimBurton's [[Film/AliceInWonderland2010 film]] has this with a number of the talking flowers.

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* ''VideoGame/AliceInWonderland'': Despite being a modern game for the {{Wii}}, UsefulNotes/{{Wii}}, the video game version of Creator/TimBurton's [[Film/AliceInWonderland2010 film]] has this with a number of the talking flowers.
3rd Jun '17 2:45:28 PM Morgenthaler
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* ''TheWayOfTheMetagamer'': Just replace "Corneria" with "Townwithanequipmentstoreaplacewithmapsandatavernofcourse".
* In ''GoldCoinComics'', the [=NPC=]s really want the main character to [[http://www.goldcoincomics.com/?id=58 go to the tavern]].

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* ''TheWayOfTheMetagamer'': ''Webcomic/TheWayOfTheMetagamer'': Just replace "Corneria" with "Townwithanequipmentstoreaplacewithmapsandatavernofcourse".
* In ''GoldCoinComics'', ''Webcomic/GoldCoinComics'', the [=NPC=]s really want the main character to [[http://www.goldcoincomics.com/?id=58 go to the tavern]].
31st May '17 10:33:11 PM Cyrydwynn
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* In ''{{VideoGame/Dishonored}}'', the player character [[ItMakesSenseInContext is given a Heart]] that offers randomly selected comments about each environment, plot-relevant character, or NPC type. The Heart's dialog has been tweaked for the second game, with random {{NPC}}s being given more consistent moral judgement and lines added to indicate when all possible comments about a subject have been made.
** {{NPC}}s also have a pool of dialog choices based on their type and current activity. One popular idle line for the Guards ended up getting a CallBack in the DLC.
--> '''Guard''': Think you'll get your own squad after what happened last night?
--> '''DLC Guard''': Sir, I just wanted to say, congratulations on getting your own squad!
** ''VideoGame/Dishonored2'' introduces a new type of enemy called the Clockwork Soldier. Their dialog choices are pre-recorded audio by their creator intended for diagnostic and testing purposes.
--> "Make a note. Remove this playback after the final field test."
--> "This playback indicates some detection without certainty."
31st May '17 9:34:10 PM Cyrydwynn
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* ''VideoGame/BioshockInfinite'' [[LampshadeHanging lampshades]] this in extra dialogue from the Lutece twins. If the player sticks around after the first coin toss, Rosalind will make a couple of comments encouraging Booker to leave before finally giving up and threatening to repeat herself. Sure enough, the player can hear the same three lines repeat should they choose to wait.
--> '''Rosalind Lutece''': If you don't go, I'll be forced to start repeating myself.
21st May '17 2:30:40 PM nombretomado
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* The RPGEpisode of ''{{Warehouse 13}}'' overlaps this with ButThouMust. Pete and Claudia encounter an NPC based on Artie in Fargo's virtual reality game. Pete tries to grill him for information, but he keeps repeating the introductory dialogue until they say yes.

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* The RPGEpisode of ''{{Warehouse ''Series/{{Warehouse 13}}'' overlaps this with ButThouMust. Pete and Claudia encounter an NPC based on Artie in Fargo's virtual reality game. Pete tries to grill him for information, but he keeps repeating the introductory dialogue until they say yes.
20th May '17 10:07:36 AM nombretomado
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* Other ''{{Ultima}}'' games have the ''player'' falling into this role, since the three phrases you can say to any NPC are "name" "job" "bye". Ultima VII [[LampshadeHanging lampshades]] this by having an actor who portrays the Avatar describe his dialogue as very repetitive.

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* Other ''{{Ultima}}'' ''VideoGame/{{Ultima}}'' games have the ''player'' falling into this role, since the three phrases you can say to any NPC are "name" "job" "bye". Ultima VII ''VideoGame/UltimaVII'' [[LampshadeHanging lampshades]] this by having an actor who portrays the Avatar describe his dialogue as very repetitive.
16th May '17 7:21:16 PM nombretomado
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* ''UnforgottenRealms'': This one was played with in the first episode. [[spoiler:Rob, having decided to voice most of the characters, played an NPC "realistically": only saying one thing; this went on until Mike corrected him.]] And in the next episode,[[spoiler: there was an NPC who could only say "Press B to jump", and in fact continued to say it when no one was talking to him.]] Who then died [[spoiler:accidentally, at Mike's character's hands]].

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* ''UnforgottenRealms'': ''WebAnimation/UnforgottenRealms'': This one was played with in the first episode. [[spoiler:Rob, having decided to voice most of the characters, played an NPC "realistically": only saying one thing; this went on until Mike corrected him.]] And in the next episode,[[spoiler: there was an NPC who could only say "Press B to jump", and in fact continued to say it when no one was talking to him.]] Who then died [[spoiler:accidentally, at Mike's character's hands]].
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http://tvtropes.org/pmwiki/article_history.php?article=Main.WelcomeToCorneria