![]() One of my favorite moments was realizing that I could let the humans all die and let the Sticha destroy their homes. ![]() Sorry if that is confusing but I didn't know there would be a test. I prefer to sniff the flowers as they say. Which actually took me a while to do, but then again I purposefully don't try and knock out quest too fast. Finally found Mikina after knocking out some quest. I made friends with the Sticha, then went back to the Government and did a quest back at the starting area. At first I was so lost in the enjoyment of simply exploring that I just moved around naturally. By this time I had several open end quest to complete so I finally started focusing on the journal which means I started moving all over the place. looped back over to the market and explored it fully next. Before long I was over in the place with the 5th eye. Then I found mapper and the robot foreman. I think I first made my way into the Underbelly, don't even think I had fully explored all of the market area yet. What was your personal path through Sagus Cliffs? ![]() Also, I hope the villain shows up regularly later on to remind the protagonist of the main goal.ġ. But in T:TON you can give other castoffs more dialogue options so that, at the very least, they can tell the protagonist how the heck are they still alive after all this time. This situation is different from the one TNO faced in PS:T - he was all alone, there were no other guys with the same problem running around in who knows how many numbers, so he couldn't ask them who is after him or how immediate is the threat. Does the villain bother only new castoffs or did other castoffs learn how to avoid the villain? Sure there was one guy who got nabbed by the villain, but apparently he did so voluntarily. ![]() So for me that lifted the immediacy of danger over protagonist's head and placed it at the bottom of the things-to-do list. But then I learned that there are other castoffs living in and around the city for ages, for example Matkina, who didn't seem to be bothered that there's a villain out there to get them, minding their own business. Well, it was kinda clear what to do in the beginning - the protagonist needs to fix some kind of device asap to stop the villain from getting him/her. If not through dialogue, maybe there is another way to warn about them by expanding the journal categories into something like this:Ĥ.,5.,6. I also didn't like that these quests pressured me to do them asap, as I've said above I like to free roam. First, there was no warning that these particular quests were time sensitive and that there are dire consequences of sleeping. I didn't like how time sensitive quests were handled. I also immensely liked the choose-your-own-adventure scripted interactions, I hope there are many more planned for us in the full version of the game.ģ. Or through dialogue with various npcs, or simply by reading a weird item description. Be it in the environment exposition, like seeing a fountain made of talking fish, or the garden where no one can hear you except your interlocutor. So I liked all the moments when the protagonist discovered something fantastically weird and interesting. Well, I like Numenera setting quite a lot, like Planescape it allows for imagination to go wild. It's a great feeling to have when you're free to roam however you like in the given environment.Ģ. I was all over the place doing side quests in no particular order. Is there a way that you think this information could be conveyed more effectively?ġ. What did you think those goals were, anyway?Ħ. Did you feel your goals were sufficiently clear?ĥ. What were the high moments in the story for you?Ĥ. What was your personal path through Sagus Cliffs? This shouldn’t include the Labyrinth.Ģ.
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