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Deceitful Penguin
Feb 16, 2011
You cannot escape your doom. You can only change it. I actually admire the creators for doing it like that, because in the old stories there are no happy endings, only ones where some of the people live.

ViggyNash posted:

Oh man, even that end was depressing as hell. I know Norse mythology is pretty drat fatalistic, but there had been something more than that.

Brilliant writing though, and the pictures do a great job of selling his story.

e: Also it's an "point and click" adventure game that isn't obtuse and doesn't have retarded solutions, so it's already in the 99th percentile of the genre.
If you dig this game, I genuinely recommend Superbros: Sword and Sworcery because it's quite good and I love the art in it.

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Deceitful Penguin
Feb 16, 2011

ViggyNash posted:

I actually do have that, and I played about a couple hours of it, but it's just frustrating. It has all these weird sequences that make it feel like it's trying really hard to be taken seriously as a game. That frustration came to a head at that one boss fight where you have to reflect the balls back at that god thing to take it down, which I never beat because I gave up.

It's a shame because I would be happy with just the great overall aesthetic of the game if I could sit back and experience it like a movie, like I do other exploration/adventure games with minimal interaction.
Too bad then I abandoned my LP of it before it began for real! And it seems you missed my favourite part of the game, where just for no drat reason you descend into the well, go underwater and experience a trippy thang indeed, and I had no idea why or how or what purpose it served. It's a cool experience though, maybe I'll redo it when I finally live up to Nigguraths expectations.

Niggurath posted:

Yeah, like I know that horse thing is a pretty common folk tale in many nations, such as the Icelandic Nykur:


poo poo still is super bizarre to me all around, but still super interesting. It really makes me think of something like the Kappa from Japanese folklore in that it was probably all just tales to keep kids away from dangerous bodies of water so they didn't drown.
The important thing about the Nykur is also how it is a cautionary tale about horse-theft (don't ride strange horses), being lazy (the trigger word for drowning is "Nenna" which is uhh, basically not wanting to put in effort) as well as don't go near streams, you stupid fucks, kids die there all the time.

The year walk seems to be a fairly standard vision quest sort of thing tho. All the stuff they mention about auspicious times fits with Icelandic mythology; the new year was a time to see elves and die, see trolls and die, see the seals take of their skins, then later die, get murdered by ghosts, revenants or the weather and whatnot. If you buy into the nordic "Doom" rather than "Fate" cosmology, then trying to see what it is that lies in store for you is pretty much what you see there.

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