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But that doesn't remove the fact, that the basic formula remains the same. For me the biggest thing to add replay value are the characters and their relationships each time, because they make the stories play out different way each time. But that naturally requires imagination to patch up many gaps and holes. As you could see in the AAR pictures when comparing them to the AAR text itself, I made up lots of stuff to spice the story up. The game, for example, does not track mental health or the thirst of the characters, though I wish it would. The last stand in the warehouse, in reality, was quite less dramatic in game terms than what I made it sound like. Quote:
What I had in mind was a sudden outbreak of another epidemy in somewhere else due to our dear survivors here not seeing the big picture and being a little too loyal to each other. Also, thanks for the feedback to all of you who have commented. This was the first time I tried a more serious and dark toned AAR and I'm glad you liked it. I might try something like it in the future, but despair not: that doesn't mean I'm abandoning HMS Hilarious anytime soon. :) |
I love your AARs however you choose to do them - keep at it!
Again, I have little to add here - the writing is excellent as ever, and you've yet again cost me $10 on gog.com :D And IMO, text-based games have the best graphics, just that you need an imagination to power them!:up: |
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