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>Which chapter is robot village and Beuvoir? Chapter 1. Roughly 1 hour into the game, if you play it for the story. Quitting at that point is like quitting Th
by hhjinks 4y ago
>Which chapter is robot village and Beuvoir?
Chapter 1. Roughly 1 hour into the game, if you play it for the story.
Quitting at that point is like quitting The Fellowship of the Ring because you "predicted" that the Hobbits would leave the Shire.
- dmitriid 4y agoIt definitely took me more than an hour. It's possible I've gotten further? I just don't remember exactly where I left it because there's barely anything there to remember. Xbox profile tells me I've got 20 hours played, 20% achievements obtained, 7 endings acquired.
- dmitriid 4y agoTo add to that data point, I'm looking at my achievements. Its probably not a great way to measure progress but still: - Creation and Insurrection. Complete the alien ship. 23,21% players have this achievement - We Await Your Next Visit. Complete the amusement park ruins. 28,60% players have this achievement - It's a Healthy Baby Boy! Complete the desert area. 32,26% players have this achievement - Ruler of the Deep. Complete the flooded city. 18,33% players have this achievement For a game where "every action and beyond has its meaning", "unique storytelling", "the deepest game in its decade" etc. only perhaps a third of all players achieve even the most basic of objectives and probably give up soon after. I can't even imagine an actual storytelling game that would fail to present any semblance of an engaging story 20 hours in.
- hhjinks 4y agoWell, yes, it'll take you longer if you stop to smell the roses. The stats you cite are not as compelling an argument as you think. They're pretty much in line with what you see for most games. On PSN, Automata has a 30% completion rate, meaning seeing ending E specifically, which is about what you'd expect. The fact that you weren't engaged by the story might simply have been because you spent the majority of your game time not engaging with it in any way whatsoever. The side quests you must've been doing are there largely to pad game time. Yoko Taro has a tendency to be thrifty in his game design, leading to both at times tedious side quests, and the several endings approach.
- dmitriid 4y ago> Well, yes, it'll take you longer if you stop to smell the roses. And at the same time somehow "because you spent the majority of your game time not engaging with it in any way whatsoever." > The side quests you must've been doing are there largely to pad game time. Funny that. Elsewhere in this conversation people claim that "side quests, meanwhile, are almost always tied into the main story or its themes - even if you don't realize it at the time you're doing the quest" and "Every action from the first boss and beyond has meaning, and it gets more dramatic onward" Or perhaps, just perhaps, and hear me out on this: the game is really shit at presenting this "unique storytelling not seen elsewhere"? Perhaps, just perhaps, twenty hours, three (or more?) bosses, and four locations is more than enough to give the player a sense and a feel for this amazing story beyond the absolute boring and predictable? It's also immensely funny to me that my repeated questions of "when does the actual story start" are met with absolute silence and people either deferring or questioning my abilities. So? When does this amazing story start? 40 hours in? 60? Ever?
- hhjinks 4y agoIt pretty much starts at 0 seconds in. The first few lines lines of dialogue have more substance than the entire plot of most other games. Not because they're particularly deep, or evocative, but because of how they tie into the themes, story, and gameplay of the game. In regards to the side quests, I've never looked at them in much detail. The gameplay they put your through is largely the worst you'll find in the game, which is why I said they're there to pad time. Automata is a very short game if you just go from set piece to set piece. Nier: Gestalt/Replicant was the same way.
- dmitriid 4y ago> It pretty much starts at 0 seconds in. The first few lines lines of dialogue have more substance than the entire plot of most other games. The question isn't about "most other games". The question is about "this unique game with an amazing story where every action is meaningful" etc. Most other games don't have a starry-eyed following which can't explain how 20 hours in you can't see even a shred of this story. > Not because they're particularly deep, or evocative, but because of how they tie into the themes, story, and gameplay of the game. Not deep or evocative but ties into the themes and story of the game is Game Making 101. Every single game with a semblance of a story line has that.