I have two questions/suggestions. Apologies if some of my assumptions regarding pathing are incorrect.
First, from my past playthroughs, it seems that the Crypto party in Marseille and passing Telltale’s trust test (such that she and Clare Voyant recruit you for the future heist) are mutually exclusive. Is there any reason why, depending on how the Clare Voyant encounter goes, Telltale is down to go to Marseille with the MC, but not recruit them for the future heist (and vice versa).
A common path I choose is ditching the catacombs to do the heist with Telltale, agreeing to the future job with Telltale and Clare Voyant, returning to the catacombs with Telltale in disguise, and letting Ghostie kill Rattlebones. When the other sidekicks leave, I get the choice to party with Telltale. Would you consider (or have considered) having the “Party with Telltale” option following the Rattlebones encounter loop back to the Crypto party in Marseille? Admittingly, that is a lot of action in one night, but it might bring more exposure to what appears to be a rather obscure path.
Second, are there plans for MCs who don’t kill Jackdaw or Red Harry to quit the team and go villain later on? For example, could a MC who pulls heists with Telltale, but refuses to kill, continue their heisting? Will MCs who do go villain (at the current point in the demo) have an option to seek redemption in the future?
In a more general sense, does the branching currently in the demo permanently set the MCs morality going forward, or will we have opportunities to change further in the future?
If you let a coinflip decide if derek come with you or not and that you decide to use your power to modify the result then it still end the same way with derek leaving
Also when I kill the team with the superspeed MC and choose that it had to be done then it mention my MC as the heir of Chromancer not the heir of the batmentor
Didn’t you have an opportunity to deny the accusations or try to explain yourself? Also, do you remember what crimes you were exposed for? It might help me find out exactly what happened.
Either way, the options to try to deescalate the situation or go for a non-lethal confrontation with them should be implemented in the near future.
That’s honestly very helpful, please let me know if you find anything else that looks weird. I’ll fix the ones you mentioned, thanks for the reports!
I just noticed that removing any symbol removes your footwear instead for some reason. I’ll fix it, thanks for the report!
Once the achievements are implemented into the game (which should be any day now) it will be easier to do that; a guide on how to get all of them should also serve as a guide on how to get all the obscure/interesting outcomes. As for Fluke, you can only meet him briefly during Cryptozoologist’s party. There was a big scene where he was going to be formally introduced and you could recruit him, but we had to rearrange some stuff and it got scrapped for now. We’ll have to make a formal statement at some point, but the short version is that we changed the original plans. Unsupervised, in order to ger released sooner rather later, will either have to have a sequel or a DLC so we can wrap up all loose ends and do everything we had in mind for it. There are simply too many scenes that we had to remove because we wouldn’t have the time to finish/flesh them out.
So, that’s a bit embarrassing. The option has been there since the first version of the demo got out, but the variable that was unlocking it was not working properly, so I think nobody ever saw it. I’m fixing that right now.
I think it was more or less a way to make both paths have interesting consequences. It could also have been that, originally, Telltale was going to frame the MC for the robbery and abandon them there—which can still happen, if I’m not mistaken, but there’s also at least one way where it doesn’t. Honestly, even I get confused sometimes.
I agree the path is obscure, and it would be nice to add some other way to reach it, but if it were done after Rattlebag’s death, it would create a domino-like effect where there would have to be ramifications and consequences for it during the encounter with Flit later, and I dread having to go through that scene again It might happen one day, but right now we have to prioritize what’s essential.
There’s going to be a choice like that in the superhero path too, either by siding with the bad guys or by doing something that triggers a collapse in the team’s structure.
There’s already something like that for Time Manipulators, but it’s easier because they can undo what they did. I feel like the theme of redemption is a core of superhero stories and that it needs to be explored in the game further, but in most cases the only opportunity for it would be in a DLC or an eventual sequel.
I don’t like locking choices based on personality stats, so there’ll always be a way to modulate your character’s actions and motivations through choices. A few variables already impact that (did you start feeling guilty? Do you want to get caught? Do you think you are doing something for the greater good? Do you just want to watch the world burn? How did you view your mentor? etc)
Often these lead to inconsistencies, like choosing that you would make your mentor proud and be the hero they wanted you to be, then intentionally doing something evidently evil later on, but contradiction is part of human nature, and as long as we acknowledge that it exists and let the players know that we haven’t forgot their previous choices and provide reasoning for why things have changed since they made them, it should be okay. My point here is that it should be true both ways; from hero to villain and from villain to hero, and anything in between.
Killed Jackdaw and Propaganda as for getting options to deny or anything I got none mc sleeps with Thelma Wakes up the scene jumps to the reveal and next we get Flit trying to touch the mc to teleport them to the prison and missing the first after which we get the options to kill them.
How come Super Senses MC doesn’t get to murderize the team or even fantasize about doing so? I get it’s not the most powerful powerset but having a plan to kill all your friends is VERY batman-esque which is who playing with that power makes the mc feel like (and Daredevil, of course)
Also the line you get about committing to the path of the blade and treading it when you decide to kill them with doppelhander is SUPER COOL but also hilarious since you end up abandoning the sword a few seconds later when Ghostling grabs it with telekinesis.
Also, you can’t kill Propaganda and trying to fight your way out of Cryptozoologist’s party ends with you getting your ass beat.
Just feels kinda bad since not only do you have super senses but also superhuman strength and agility, so basically what I’m trying to get at here is: buff super senses MC
Agreed Supersenses mc seems to be the least powerful one which is sad honestly I want to be an Evil Batman/Daredevil type but the abilities compared to the other powersets are rather weak as you said.
Supersenses’ advantage is that it gives you three maxed stats. Now, take 7 Intelligence (best to do it this way because it maximizes XP efficiency), build up to 7 Presence over the game, buy an 8th point of Intelligence from TAILOR, and you’ve maxed all your stats.
We got a name for a hero like this. We call him the goddamn Batman.
Unfortunately, Batman doesn’t kill XD and killing your teammates requires hard power.
I kinda like how Enhanced Senses is weaker than the others since it forces the MC to think outside the box. Unlike the other powers, Enhanced Senses MCs need to get creative when it comes to using their powers. Makes them seem more like the Batman-coded MC since they need to be smart about how they use it. Like in the scene where MC uses their supersenses to learn about Snorter’s family and deduce where they live so they can blackmail them.
Only complaint I have is that during the fight with Thaumaturge, Enhanced Senses MC doesn’t get as cool a scene as the other powers. If the MC fights Thaumaturge without taking dozer, they each get unique and cool ways to defeat Thaumaturge. Time Manipulation MCs put themselves in a time loop, Elemental Mastery become lightning, Enhanced Speed hits faster than electricity, and Enhanced Strength knocks Thaumaturge down in a suicidal attack. Enhanced Senses MCs though just dodge a punch and get defeated quickly. Felt underwhelming to me.
I personally feel like its the perfect power set to really make the MC rely on Dozer. All the other powers are incredible in their own right, while the senses just need that boost to become vastly beyond human.
is the enhanced strenght Thaumaturge fight currently unfinished? i noticed it jumped from the scene of your costume being torn to instantly getting knocked out if you took the drug, if you don’t at the end it says his face is covered in punches(like with superspeed) but you only threw one, also hoping for a separate slot in your costume for eyewear, i noticed that i either had to choose between a mask or goggles while trying to make a costume that looked like invincible’s(i was a little bummed i couldn’t fly but those big ahh jumps really make up for it lol)
I must be too good of a person because I can’t ever get any villainy points even when I try my hardest. Does anyone have a guide/ ways to be the baddie, I end up just getting thrown into the facility and it ends the demo lol.
Well that’s the point. Either you do something like hack the drones or you get mollywhopped, it’s the same with batman like you said. If he doesn’t think fast he gets absolutely washed by any villain