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<p>[QUOTE="Arnox, post: 6229, member: 1"]</p><p>I actually thought Undertale's "combat" was the worst part of it by far. It put in forced bullet-hell sequences in what was supposed to be a turn-based adventure/RPG. And even then, I guess it would have made sense if you're doing an evil playthrough since the game is actively trying to dissuade you from that path. But it's still annoying and it doesn't make much sense that Pacifist runners have to put up with it too and it actually kept me from completely finishing the game. (I spared Flowey, watched the ending, and then left it at that because I couldn't be arsed to go through more bullet hell sequences.) It also encouraged people to play through the Pacifist ending not because they thought that was the ending they wanted but because the Genocide run was such a pain in the ass. And that's not genuine. It breaks immersion.</p><p></p><p>People don't remember Undertale for its fun combat. They remember it for its story. And it's the same for OneShot. I'm not gonna remember its meta elements fondly or its puzzles, but I am gonna remember the characters I met and the people I helped or tried to help and I'm gonna remember Niko. That's what's gonna stay with me. Not some game gimmick to pad out the runtime. So when you say that OneShot lacked interactivity, it makes me think that you played through it just to play through it. Not because you wanted a good story or to meet some new interesting characters. I mean, in your playthroughs, I even saw you kind of blowing past dialogue. I thought you just read fast at first, but now I'm wondering if you were just barely reading what was going on. XD</p><p></p><p>As I said before, OneShot is a game about loss, sacrifice, and memories, but if you didn't connect with the characters at all for whatever reason, then the ending and, really, the point of the whole game is kind of lost. And hey, maybe that's just who you are. But you said yourself, it wasn't a very fulfilling game for you. I'm actually kind of sad that you couldn't experience what I and many many others experienced. No, it's not a tragedy, but it is a potential experience gone. Again not a criticism of you at all. I just kinda hoped you would feel that incredible forlorn bittersweetness that the game conveys so damn well.</p><p>[/QUOTE]</p>
[QUOTE="Arnox, post: 6229, member: 1"] I actually thought Undertale's "combat" was the worst part of it by far. It put in forced bullet-hell sequences in what was supposed to be a turn-based adventure/RPG. And even then, I guess it would have made sense if you're doing an evil playthrough since the game is actively trying to dissuade you from that path. But it's still annoying and it doesn't make much sense that Pacifist runners have to put up with it too and it actually kept me from completely finishing the game. (I spared Flowey, watched the ending, and then left it at that because I couldn't be arsed to go through more bullet hell sequences.) It also encouraged people to play through the Pacifist ending not because they thought that was the ending they wanted but because the Genocide run was such a pain in the ass. And that's not genuine. It breaks immersion. People don't remember Undertale for its fun combat. They remember it for its story. And it's the same for OneShot. I'm not gonna remember its meta elements fondly or its puzzles, but I am gonna remember the characters I met and the people I helped or tried to help and I'm gonna remember Niko. That's what's gonna stay with me. Not some game gimmick to pad out the runtime. So when you say that OneShot lacked interactivity, it makes me think that you played through it just to play through it. Not because you wanted a good story or to meet some new interesting characters. I mean, in your playthroughs, I even saw you kind of blowing past dialogue. I thought you just read fast at first, but now I'm wondering if you were just barely reading what was going on. XD As I said before, OneShot is a game about loss, sacrifice, and memories, but if you didn't connect with the characters at all for whatever reason, then the ending and, really, the point of the whole game is kind of lost. And hey, maybe that's just who you are. But you said yourself, it wasn't a very fulfilling game for you. I'm actually kind of sad that you couldn't experience what I and many many others experienced. No, it's not a tragedy, but it is a potential experience gone. Again not a criticism of you at all. I just kinda hoped you would feel that incredible forlorn bittersweetness that the game conveys so damn well. [/QUOTE]
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