This is a great and interresting post OP.
I agree that the story telling is not enough consistent atm.
Another exemple with the goblins camp... You HAVE to fight them at the gates of the grove. If you miss the goblin prisonnier, you're heading their camp to slay them. At the gate they're hostile EXCEPT if you have good dice rolls... Hostile or not at the gate, the goblins in the camp are friendly. Inside the temple, they all become hostile if you miss you're dice rolls... If you succeed, you can talk to Haruspia... You can accept "you don't know what you don't know why"... the absolute mark... Agree = Friends, disagree = everyone hostile. If you head to the drow without talking to Haruspia, it leads to other situations (you can cheat on her, which is very cool).
The goblins becoming hostile or not is not consistent.
The dice rolls have way too more impact on what happen.
If you miss a few things about the story (and you can easily miss many things) you can't really understand things.
Even if you don't miss things, you don't really know why you should join the absolute, exept they are the "evil" side.
I agree that the game have a HUGE potential and awesome choices/dialogs/consequences... But the story telling is not really consistent, especially if you're not doing things the right way.
Another point is that gameplay has to fit a story if you want to have a consistent story experience.
Actually combats are NOT a part of the story, especially because their gameplay don't fit any story.
Surfaces, jump, rythm/slow turn, lack of character voices/sentences, ... Everything in combats feel like you're in a parenthesis, not in the story anymore.
Last edited by Maximuuus; 23/10/20 06:20 PM.