you never asked and this game is years old, but I like to remember the final battlefield assignments.
The part I Never get right comes earlier in the game, at the island with giant green fireballs that kill you.
Following an exact route or dying quickly is my fate.
If I could skip that part, I would, because I *always* fail that mission.
skipping to the end, having escaped the fireballs....
Playing all the soap operas the game has to offer, deciphering all puzzles and surviving all the parkour,
Prolly means that the chart is meaningless.
But playing a kind of a minimalist game, ignoring allies and dumping the quests, the chart becomes important.
Who wouldn't want to dump having tea in the forest?
The part about Tea in the forest is mildly irritating sometimes (one out of two playthroughs) because Davrin's doppelganger will stand in the middle of the damn picnic, standing guard. I cannot google this camera-blocking moment. He carries on as if nothing is unusual about standing guard right in the middle of the picnic, blocking most of the camera's view, at crotch-level. This (to me) is highly annoying and I cannot google it. Google AI waxes philosophical about a figurative Davrin always being on guard, but I am being quite literal. A normally forgettable moment in the game becomes a big deal.
Watching a friend's brother die ("could you stay with me till it gets light"?)
He's pointless before and after.
I wonder if he was an added-in patched on quest to meet some quota.
Jump onto a thin plank several feet ahead, or fall into boiling lava.
Guess where I always fall?
My player character is small but the behemoths in the area must use the same routes, or know a secret route that isn't so suicidally stupid.
Most fun questlines: "Harding," "Neve."
"Anaris" is a mean spirit who abandoned his large computer in a ruined building.
Way later the narrator tells us that we (the cast of characters) have attracted way more attention than we bargained for, by stealing it and trying to repair it.
Except Anaris never refers to his computer or tries to get it back.
He's more interested in doing evil generally.
That was one example of a hard-to-follow storyline (several storylines.)
Critics love scenes in movies and TV shows that have the cast sitting or standing around talking.
I'm not sure why.
If you (as a critic) enjoy stage plays, I suppose it is a plus.
In a *game* it's boring, especially after the first playthrough.
Well, if you love dialogue, you'll love this game.
(except the parts where the dialogue is repetitive filler, like when your companions prattle on about a subject for the third time as if it were the first, or when some guy is pissed that his boss inquired about him.) "More Dialogue! Flesh it out!" Must've been an order from the front office, I'm guessing.
A building turned black, BFD.
Did God make the building or did elves?
Who the fuck cares, but I need an opinion.
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| The Correct Game answers count the most. Belief in the fictional "Maker" is moot. |
But if you could,
2. "They wronged you"
6. Worthy
7. Building a safe
8. Solas is helping
This game (generally speaking ) is the antithesis of santa beaters and their friends
https://newrepublic.com/post/204755/republican-lawmaker-brags-beat-up-santa-photos
In the game, friendly fire is mostly ignored, at least at the difficulty-level I am playing,


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