![]() These frozen soldiers are also *much* bigger than the PC - I theorize they are invaders/not Native becuase you can find plenty of Native men & women who are the same size as the PC herself. The Island was then discovered/attacked/raided by a civillization comprable to the Vikings/Norse based on the boat designs you can find scattered around the island and how frequent the Frozen soldiers come out of the ground around them. I say this becuase the women who are petrified/frozen will sit down and begin to cry instead of attacking the PC if she isn't too close to them - they will also cower in fear if you hit them without killing them. I think the natives may have been druidic(?) in nature if you look at how the frozen/petrified women are dressed around the central point and were a highly spiritual & possibly peaceful people. This place of Worship is comparable to Yggrdisil, given all the root-looking things around the place The central hub was a place of Worship for the island natives Originally posted by Marshmallow:Alright, well, I'll start with the obvious stuff first: It just depends on what plans the developers have for this game. More can be done with explaining the story, expanding the worldbuilding, and making you care for the protagonist. If the story is too unclear (and if you feel no connection to the protagonist at all) it can drag down the overall feeling you have of the game. But if things are left too vague it can also leave you too confused as to 'why' stuff is happening, and 'why' you're taking down these beasts. you can make a great story without the use of words, but it'll be difficult to pull off. Does the game itself make clear that you are on that island to kill these gods and to stop the neverending winter? Who told us that killing these gods will make the winter go away?)Īgain. Something might have to be done about that too. if the story is explained on the steam-store page, but is really difficult to recognize in the game itself. In the end, Praey for the Gods may just be an open-world, survival, boss-killing game, but some extra worldbuilding and story can never hurt. Remembering those days in the wilds with my father. They may not taste great, but at least they can still your hunger a bit. "Although mother told me that many berries are poisonous, my dad told me that these specific ones are actually edible. Heck, a description on those berries could even flesh out the female protagonist a bit by having the description say something along the lines of: The description could tell something about 'where' they grow and for what reason. If you'd add an item description to those, you could explain something about those berries being edible in the first place. Same goes for the edible berries you pick up. (You can even turn that part into an explaination as to 'why' he died there.) There is story potential there, and we can use our own imagination to try and make sense of it, but at the same time you could also add a lot more story explaination to that grappling hook through the use of a readable note. But who was he? What was the grappling hook doing there? Why are those 'grappling targets' even present, that you use to grapple towards? Nothing else is told, so we can assume that it belonged to the frozen corpse. It's just 'there' beside a frozen corpse. I'm not sure how much changed, but take the moment where you pick up that grappling hook in the pax-demo. Or perhaps go the Dark Souls route and add item descriptionsįor example. Stuff that you can read that gives more information about the world you're in. ![]() Perhaps the developers can think about adding notes to the gameworld, of the inhabitants of the island. ![]() If you can't pull it off properly, the story will feel underwhelming. going for a story through visuals alone can be really difficult. I kept seeing things and areas without understanding any of it.įor RiME that was resolved in the end because of the plottwist which made all the pieces fall together, making for a really emotional ending (for me)īut in general. for a long part of that game I was wishing that there was more to base the story on. ![]() I recently played a game called RiME which had it's emotional story told purely through visuals and. I haven't looked at gameplay of the early access yet (except for a short portion of a pax demo where the grappling hook was picked up), but as a great fan of a good story in games, I know that it can be difficult to tell a story through visuals alone. ![]()
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