The ticking clock is a tricky one to balance in a game that doesn't seemingly show the progression of time.
The other "issue" is that Ceremorphosis technically reaches the point of no return after 1hr and the transformation into the mind flayer physically takes up to 7 days (going by D&D lore), so if your character knew any of this, you would know it's a lost cause the moment you step off the ship.

But you know, where's the fun in that and hope dies last right... Plus the moment after a few hours and you haven't lost your mind, the more emboldened you might become right?

That said, if I was to be picky, I would say that the Origin characters such as Shadowheart and Lae'zel are a little too easily convinced about sleeping. They should either be more vehemently against this, willing to carry on until collapsing with exhaustion, perhaps even leaving your company until you find them again, confused but still alive and more reasonable to not rushing around like a loon. Or you should have dialogue options that convinces them that we have gone beyond the usual time of no return already, so something else might be going on, because normally, going to sleep for several hours is a big no no!!

I mean this is a very big deal, it's an almost immediate death sentence and you should be stressed out of your skull about sorting this pronto.

As for the Gith confrontation, I can understand Lae'zel wanting to rush to her kin as she beleives they can purge her (and hopefully you too), that too should have been a chance for the Gith to state that you are beyond saving, that it has been too long already and want you purged. That however also leans in to the issue of difficulty with this encounter if you rush over there.

In fact the only encounter that makes sense is the healer at the Druid grove and her rather "extreme cure".

So in essence, I appreciate there is a balance here between story and game mechanics, but to recap, I just feel Larian hasn't made the first Act, from beach onwards either stressful enough (with dlalogues between characters), or set the scene so that everyone you meet is already questioning the tadpole issue because technically they should already be "dead" (as in mind taken over), thus it becomes a conundrum and less of a time issue.

As is (at least as I remember it and it's been a while - I plan on replaying once Patch 5 drops), it feels a weird hybrid of "we must hurry, but oh I guess we can rest and take our time too, but let's hurry", all whilst not showing any real passage of time or having the characters discuss the passage of time other than the odd cinematic should you long rest often enough (again something that the story set-up does not lend itself too).

Last edited by Riandor; 15/07/21 11:07 AM.