Seems to me you don't understand the fact animal suffering isn't conducive to enjoyment in video games. Fairly straight forward to most. You haven't picked up on the trend of resentment? Seems like a you issue "BowFunes".
But you see, you're just picking the parts convenient for your argument. What about the flaming pigs? Those can be saved from their torment, even when they're people transformed, the same with the cows in Driftwood, but you chose to ignore them. You can help the rat with the "truthful" curse and she's grateful for it. You can save Birdie from a terrible fate. You can save the chicken's egg...
I've encountered hundreds of dead bodies, most of them killed by voidwoken, but they don't seem to bother you (not even the Shriekers, which are basically infinite torture).
It's natural for an evil force of destruction to leave a wave of death behind it - in fact, the turtles in the beach actually tells you that they're being corrupted from the inside, just like many people out there. You just want to be offended by the logical outcome of it.
It's a darker game than before, even when the story is beyond stupid with the CHOSENONE!!! theme, and I like it.
Yes, and I can reciprocal your pointless post. You have cherry picked the small amount of times there can be a happy ending for helpless creatures. Not effectively either, as those flaming pigs and cows were polymorphed humans. The 3 or so incidences of favorable conclusions (for animals) due to pet pal, are vastly overshadowed. I also presented the concern that this is due to dysfunctional story elements. Do you think it's practical or realistic for some weird stray cat to attach itself to your toon at the beginning of the game? And of course these professional soldiers will kill it on site for...reasons? If you can have this weird cat as a pet, what's the logical barrier to having a bear cub as one? Are you justifying the inability to INFORM a cursed cat that her owner she has been guarding over, has been saved? What's the purpose of that unreasonably high attribute check for this dead cat anyway? Thx to Larian writers all you can do is leave the thing wondering and crying in the dark even after successful completion of the attribute check; and don't bother saying for the privilege of speaking to the bound girl, my ranger can 1 shot this poor thing for that privilege (might as well!). Are you justifying the fact Emmie's quest can be bugged if you kill that Kniles guy first, meaning the fact you do have that red ball gets glitched, you will have to just kill her anyway? Do you think giving some Source Hounds a red ball to play with is a satisfying conclusion (when it doesn't bug)? Do you think it's reasonable a dog who has been companions with Buddy for years, gets so utterly brainwashed within the span of a few days or weeks? What's the point of introducing the orphaned bear cub if you can only say "screw you bear, just go eat berries". Is that satisfying to you? This is a game right, do you get enjoyment from that? What's the actual concern over what I'm saying Bowfunes? I reiterate, your "cherry picking" assertion is weak. And don't get me started on your dead bodies statement. Why would I or anybody else have an issue with dead bodies in a video game predicated on war and dark magic? Why did you bring up shriekers? I kill the shriekers, it's a story element with a logical basis that can be concluded in an appropriate manner. I free them from their torment, I kill them because they try to kill me, and I kill the magisters responsible for commissioning such a disgusting piece of ordinance. The shrieker story element is functional and satisfying, I enjoy it immensely.
"It's natural for an evil force of destruction to leave a wave of death behind it - in fact, the turtles in the beach actually tells you that they're being corrupted from the inside, just like many people out there. You just want to be offended by the logical outcome of it." I don't care if you're fine with it, I don't like it and pet pal is in no way shape or form as satisfying as it's first iteration in the previous game. This is my opinion and I've seen it echoed A LOT in forums. The story elements surrounding pet pal are depressing, dysfunctional and regularly pointless. That is the problem I'm illustrating Bowfunes; stop trying to conflate my position with a sensitivity to grimness or dark story elements. The "CHOOSE NO ONE" (<----corrected), story arch that you characterize as stupid, I find great. This is a dark game and you are meant to make tough choices, I think the fact ur god latches on to you and acts petty in many ways, and can be defied by you, is extremely interesting. How is that stupid? This game does so much right, it makes the story elements and dysfunction surrounding Pet Pal a real shame.
First of all, please try to separate that wall of text becase it's imposible to read.
Now, on to the subject: you say my cherry picking assertion is weak, yet I came up with
more examples of happy endings than you of gruesome ones. Not to mention, you conveniently ignored the fact that the cruelty against people is everywhere yet it doesn't seem to bother you, justifying it with "it's part of the storyline". Well, the deaths of animals is too, why is that wrong and the other not? I found tons of examples of people who I had no choice but to put them out of their misery, either because they were near death, or they were cursed somehow. Hey, but they're not animals so it's ok, right?
Does this means I'm ok with animal cruelty? Of course not. What I'm saying is that the tone of game is grim, in every ocassion, and it wouldn't be consistent if everyone's dying
but the animals. Even the kids are dying, sometimes in horrible ways - but that doesn't bother you either.
And yes, at times some quests seem to be unfinished, but again, it happens with many different situations. You, of course, only complained about the ones involving animals. Not a single word of doubt about the fate of Migo or what happened with Mona, to give some quick examples.
And I did meant "CHOSEN ONE", I put it all together because I heard it so many times in fiction by now that it's just ridiculous. It's so vastly present in every game nowadays, and it's obviously catering to the modern playerbase that
needs to feel special. World of Warcraft is the classic example of this, and I wouldn't be surprised if Larian actually took that model to compete in the market.
Funny enough, DOS1 had a similar story, but at least your characters could react in non cooperative ways about it, instead of the nose dragging that is DOS2. It seems that, regardless of what I do, I always end up right n the main NPC doorsteps and have no other choice but to obey them.
I like the game, even when I consider it a
huge stepback from the first Original Sin. I pointed many flawys in a thread of my own, but this one is just the typical crying for attention from "sensible" people. And I put that on quotes because that sensibility seems to be reserved for specific living beings. In fact, the darker tone of the game is one of the strong points, and removing it will make a half finished game even more crappy.
Have a nice day.