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So I'm going to assume the game Kill Stentor no matter what happened in the game's story?
No, you can save him.
I can see the DLC, but can't download it for some reason.
Yet he's in Hades.
Did you kill him? He might not be there if you don't.
I mean in the trailer. they show him off as one of the main npc of this thing.
Huh, that's odd. You mean Nikolaos' adoptive son, right?
Maybe it means they are going to lock in some of the "multiple choice" ending. I can see another controversy brewing already.
it may be they set it after he dies naturally - he looks older in the underworld...
So the dialogue may change. But they already have some glitches in the base game that assumes he's dead when he isn't. Even if you have crew.
I like the new abilities though, that's interesting. Though I think this whole underworld thing should have been released in one go, like the Pharaoh dlc.
That's the one.
And the cinematic trailer.
Not sure if they're glitches or just sloppy differentiation between storyline choices. You'll notice, for instance, that Nikolaus will conveniently not tell ANYONE, not even Stentor, that he is taking a hike to come to terms with himself, which conveniently means the game can reuse the same missions for each major branch of Nikolaus' story.
I remember one scene in particular where Stentor is ALMOST, but not quite, confirming Nikolaus' death to the PC.
And yeah, I get the feeling this DLC is supposed to be set AFTER the main storyline is over, even though you can play it halfway through. Most notably, the player will act as if Brasidas is dead, even when you are not at that point in the story yet.
Edited by Redmess on Jun 4th 2019 at 12:17:52 PM
Several quest had the Eagle Bearer claim they killed Nikolaus, no matter what the outcome of the quest was. So I think it'd definitely a writing issue.
Edited by Ghilz on Jun 4th 2019 at 11:09:31 AM
It felt like the Eagle Bearer was trying to keep Nikolaus's not-dead status a secret, without any explanation of why they'd do that. Of course, I found that my Kassandra would flip-flop on a number of things without input from me (Spartan or not Spartan? Bloodthirsty warrior or cool-headed mercenary?) so I got used to inconsistency.
It's not all that clear why Nikolaus is suddenly going in hiding without telling anyone in the first place.
The way a lot of these missions are written, with the Eagle Bearer always acting like everyone is dead, I suspect the writers are pushing for the bad ending being canon. I admit it is very Greek, but I am still glad you can subvert it. Not every story has to turn into a tragedy, and AC is a bit too fond of using tragedy to drive their characters at times.
It's why I'm torn on the RPG elements - as Ubisoft clearly have A STORY they want to tell, but player choices will always interfere with that.
Ezio's story arc was beautiful and poignant AND tragic in many ways. Would it have been improved with random decision trees? Probably not.
I think they need to either commit to the fact they have to create multiple winding stories and the extra work needed to keep script threads consistent OR just go with linear paths on core story moments, keeping the choice bits as just flavour text (A way to define your characters personality more than their choices).
I'll get round to this over the weekend I hope.
Yeah, you can't really have a strong story AND a lot of player choice. I mean, you can, but it would be prohibitively expensive and time consuming to create such a game, especially in today's AAA market where it takes a village to create even the most linear games.
Inconsistency aside, Odyssey was a lot better at offering player choice and character development than I was expecting it to be. I'm pretty happy with what I got.
Well, THAT sure was the least impressive Charon I've ever seen...
Is anyone else having problems with locations not showing on the map?
Edited by Redmess on Jun 6th 2019 at 2:33:53 PM
Well, I finished the DLC. It was pretty fun, although the ending makes little sense to me.
No Stentor to be found. It's probably Elpenor.
Oh, and I can confirm that this part is definitely set AFTER the main story is over, even though you can play it half way through, leading to some VERY awkward dialogue where you have to explain the ending of the story before you've actually played it.
Edited by Redmess on Jun 10th 2019 at 5:06:34 PM
Edited by Redmess on Jun 11th 2019 at 4:53:56 PM
Did we know about Story Creator Mode before? Because it's been a long time since I've seen a proper editor like that.
I haven't heard of one before. I'm testing it out right now, and it seems pretty user friendly so far.
What's interesting is that dialogue is either genderless or treating the player like a woman. Not sure what is going on with that.
Ugh, I just wrote part of a quest, then backed out, but when I opened it again, it was suddenly empty.
Edited by Redmess on Jun 11th 2019 at 8:18:02 PM
Trying out the mission editor, and I'm already running into several limitations. You can only pick named characters (you can rename them, but they use existing models), no NPC's. There also doesn't seem to be a way to populate a location with custom mooks, you have to rely on what's normally there. Also, there is no way to flip a faction on the map as far as I can tell.
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