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Further, NPCs remember what's occurred, they talk to others about it, and your reputation follows you! That almost bears repeating, since this "aliveness" of the writer NPCs is the single most remarkable technical accomplishment of Gothic. writer You'll have comments made to you like this: "There's Throws over there; you've already met him," as well as references to previous conversations and whether you impressed that writer NPC as friendly or hostile. I diddled about with this, during my first 40 hours, went back to save games, selecting different NPC encounters and conversation tree choicesevery time with a differing outcome. Other games claiming to give "two different branches or solutions" to a story pale in comparison to Gothic, with its complexity and almost infinite variation. Although there are endings, and some necessary funneling, Gothic is still the least linear story game I've ever played. It's the nearest, in my experience, that a single-player game has come to rivaling the depth and complexities of an MMORPG such as EverQuest.
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