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Every dialogue choice is recorded on the save file, ergo, every dialogue choice is a new route. Since there are many, many dialogue choices (since the game is almost nothing but walking and talking in the first place) you can multiply the number of dialogue choices with each other in order to vomit out a "thousands of routes" claim. Yes, this is unironically the exact sort of "hundreds of endings" claim that you'd hear memed about with the games of Peter Molyneux and/or Todd Howard, so in reality Jason Hall is truly showing off his AAA experience chops with that big mouth of his.So how the fuck did he manage to claim "thousands of routes" over and over? There's talking out of your ass but this sounds like a whole nother level!
You know, I can do Maldy one better. You see, by creating a blank default RPG Maker project, scribbling some tiles around, and plopping the player in, I can claim that I have limitless gameplay possibilities due to the fact that you can choose which tiles to walk on and even when to walk on them. Plus, there's no end condition, meaning that you can play a single session of this game forever and ever unto eternity. No playthrough is ever alike! Truly, I am a master hacker and game dev with a career spanning
We used to get games like Chrono Trigger.
Also, you can play through the entirety of Heartbound's office world, plus a good chunk of the furry forest world before it abruptly ends. We've seen indev footage of upcoming content where the mountain lion character fights you, and the paw swipe attacks are animated in the most disgustingly fetishistic manner possible. Players can also preview the 3rd ice world (named after Norse mythology because of course it is) where it has the intro sequence done, but nothing else. Assuming every world is as long as the office world, yeah, your playtime prediction would be right on the money. Heartbound is never going to be a good game.


















