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VOLRATH'S PROFILE

I'm a journalist/author with a fondness of RPG Making and an aversion to leaving projects unfinished - great for satisfaction, not so much for quantity. I'm married and live in Cromwell, CT with my wife, twin sons, and the dog.
Legacy
A (semi) open world game about going to school in Solest.

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MotW: In-Depth Playthrough

There's this saying in American politics, I'm paraphrasing but it goes something like - "People complain that government doesn't work, then they get elected and prove it." It's kind of funny but often times I think there's more to that, that disabling the government's ability to protect its citizens from exploitation by certain interests is the goal all along. I mean jeez, the NRA has such a hold on America's leadership that before long we're going to be able to buy hand grenades at Starbucks. But that was the idea behind the whole fairy sidequest (in addition to just being fun to make). There are a lot of real quotes tossed into Yaled's whining, I love doing stuff like that.

About the unanimous votes, that was making fun of the robotic town meetings I went to as a reporter but it also is an interesting point that underscores the weirdness of the fairies. They are not quite a hivemind, but pretty close. Mysterious creatures who are motivated by pure altruism to the point where they can't even fathom deception from someone who looks like them (meanwhile, the rest of the world is used to it). Even though the culprit was a disguised fairy, they are corruptible - as seen by the fairy at Kovak's mansion. It'd be fun to get into it a little more in future games.

Visually, we knew we didn't have the resources to make the cool quirky palace they deserved. So we settled for making most of it underground as not to worry about making the outside space conform to all the different rooms.

There are minor effects of doing the sidequest, mostly additional dialogue and I believe one fairy near the end will give you a gift if you did it. The fairy legislature is mentioned at the end regardless so that players who missed it can be like "What's that about?" and perhaps look for it next time.

MotW: In-Depth Playthrough

-Cassie was actually inspired by a character in some B-movie we watched around that time. I can't even remember the name of it, but we enjoyed the idea of a cantankerous older lady shopkeeper.
-The RTP characters were very satisfying to work with. That shit still annoys the hell out of me. If I had been exposed to it when I first started with RPG Maker, I would have been super discouraged and wasted time begging artists to make my characters instead of finishing long games. Custom resources is a great thing to aspire to, but writing off the work of newcomers for not instantly meeting professional standards is unbelievably stupid.
-I'm not sure why no music plays in that one scene. There's music in subsequent conversations down there so who knows what I was thinking at the time.

Regarding the new Let's Play, I think I'm going to start fairly soon. Probably in July, after my family vacation. It won't be a daily thing like Clean Slate, I'll shoot for once a week but the episodes will be longer than those were.

I'm also going to skim through the Pip LP (I wish it was finished, it was SO close) to see what songs wound up causing trouble there. I'll pre-empt them when I can although I don't think I'll be able to predict the behavior of Germany's overzealous censors, which I've heard about several times before.

MotW: In-Depth Playthrough

Oh yeah, the music. I forgot about that. I will have to figure out how to manage that. Although that rarely happened with Clean Slate, which had quite a few licensed songs as well.

I thought of it because Clean Slate was done during 2012 amidst a US presidential election and I think was a little better for it. Now we're in the middle of the most off-the-wall ridiculous election in my lifetime, seems like it could be interested to look at MotW again. Probably would do half and hour installments instead of 15 minutes this time around, the game's just so long.

MotW: In-Depth Playthrough

Your avatar's tripping me out, bruh.

-Stoic has buttons that can be pushed just like anyone else and not just related to puns. Aside from his disgust for necromancers, the failure of his brief romance with Rana weighs heavily on him as well since part of him still believes his only real chance at love was with Daphne.
-Finley's dream used to be on YouTube, but I couldn't find it when I searched. I gotta make a save file right at that scene.
-The cliffside bit is a big scene for Finley. I think it shows that even though he's pretty thickheaded about some things, he also has a natural understand for how to cheer people up.

I've been thinking about MotW recently and wondering if I should start a Let's Play of it soon with commentary (like what I did with Clean Slate). I think enough time has passed that it would feel fresh. Anyone interested in that?

MotW: In-Depth Playthrough

-I've always enjoyed the Arc III twist ending too. Wish I could have come up with more like it.
-Bubba was indeed promoted to playable character almost on a whim, we just thought it would be fun and it was. Starting a game with that in mind would make his early appearances much more deliberate.
-Laurel hadn't yet seen transformative magic in action so she didn't understand the new type of pyschic impulses she was feeling during that conversation.

Bro Quest Review

Yes! I saw that too and having vacationed there twice, I encourage all of my fellow potential refugees to think it over carefully.

Master of the Wind Review

Wow, some deja vu here. Well, there wasn't much here that we haven't discussed before so I don't want to be redundant. However, given the introductory paragraph, I was a little disappointed that the story elements of the final two arcs weren't referenced much, especially since the earlier stuff has been heavily evaluated by you and others. I like to think there's a thread of reconciliation and growth that completes some of the character arcs, especially Cade's. For the record, I don't see him as right all the time. Many reviewers have the tendency to assume he's just a mouthpiece for me the writer even though I've never said that. Anyone can figure out I agree with him broadly on issues but he's a poor advocate for his ideas and towards the end, I tried to have him learn a bit of humility.

That said, I am older too and I would do plenty differently ten years later and should that remake ever emerge (it's a daunting project although I'd still like to try it), the thematic stuff will be different, if still reaching similar conclusions. But when something I'm writing has no connection to the world in which I live in, I get bored quickly. Even BroQuest was meant to be a fun tweaking of how rude goons in fiction often don't get called out because the audience is expected to see them as "authentic." These days I like to focus on one issue or a few connected issues rather than try and solve all the world's problems at once.

As for Clean Slate, it was too full of huge WAV files to ever upload anywhere but I did do a whole Let's Play of it for anyone who wanted to know the story details. Here it isif you've got like 18 hours to spare. But be warned, if you thought MotW's politics were too blunt you'll be about ready to explode after playing this one for a while. I was a college student and in full on "I'm 18 and hate President Bush and I'll show all these rude conservatives on the internet a thing or two" mode.

At any rate, I'm glad the game left such a strong impression that you're still trying to reconcile your feelings about it.

It's really cause you know the game is right about most issues but are too aghast at the game's bluntness to admit it. I mean come on it's not the intervening ten years have made religion or big business look like more benevolent institutions....

Bro Quest Review

Hey, thanks for the review! This is great stuff.

Breton was actually named for Cape Breton in Nova Scotia, which is one of my favorite places. For what it's worth, I actually didn't see it as straight time travel within the same world but CJ being transported to another world altogether. Glad you had a good time with it!

MotW: In-Depth Playthrough

-Ice Temple is good times. It's really massive too, I'm not surprised it took you two sessions to get through it.
-That patch of light is from the hole in the cave ceiling, I think.
-If I recall correctly, ArtBane was never particularly happy with any of the shooting puzzles so I think in any remake, they would be very different.
-At some point while testing the end of Arc III, we realized we should give people a chance for Auburn to level up in case the player isn't able to beat Goma at her current state. However, random encounters would have made the ice block puzzle miserable, so we didn't want that. We probably could have come up with something better to manage that, but that arc had already been held up for a long time and we really wanted it out.
-I can't remember if being able to stop the ice block with your body was intentional or not. Either way, I think it's just another element of strategy and doesn't ruin the puzzle.

Bro Quest

That is weird. I have Windows 7 and the 2k RTP too. But like you said, it's meant to work without it. It may be because it was made with the updated RM2k that was released on Steam earlier this year? (rather than the classic Don Miguel one) That's the only thing I can come up with.