I'm away from televisison until probably Tuesday, so can anyone tell me if Flacco's injury came on a dirty hit? Does Jeff Fischer + Gregg Williams together necessarily equal cheap shots on the QB? A lot of QBs seem to be getting hurt against the Rams.
I think my one greatest regret is that Elmore Leonard didn't get to see the ending to his favorite adaptation of one of his own works. It was a really unique synergy, because even though Leonard really wasn't much involved with the show, it actually served as inspiration for Leonard to keep writing about the character he created. It was obvious that everyone involved with the show - Yost, the writers, directors, and actors - were all intent on keeping true to the spirit of his world, and they succeeded spectacularly.
Favorite Big Bads:
1. Mags Bennett - S6 was better overall, but Mags is still the best villain of the series.
2. Avery Markham/Katherine Hale - the final season could not have worked without a strong presence to balance Boyd. They succeeded.
3. Nicky Augustine/Theo Tonin/Drew Thompson - interestingly, they were (kind of) offscreen for most of the season, but their presence was felt throughout.
4. Papa Crowder - the season was weak overall, but he helped salvage it in the end
5. Quarles - started strong, dragged in the middle, then got compelling again towards the end as he unraveled.
6. The less we speak of it the better.
ART: The first thing we're going to do is acknowledge that this guy is awesome. I mean, he shoots Theo Tonin, fakes his own death in spectacular fashion, pushes a guy out of an airplane while he's flying it, parachutes into Harlan County with enough coke and cash to jumpstart the economy of a small country, and then he has the balls to get a job in law enforcement not once, but two times. He spends a couple days riding around with you while you're looking for him, and now he runs off with a hooker half his age. That's some badass shit."
RAYLAN: That's pretty badass.
Best Death Scene:
MAGS: "This is the hard part. I'll put an end to my troubles... get to see my boys again... get to know the mystery."
I've got to go to work in a couple minutes, but these are my quick thoughts:
1. "We dug coal together." Best closing line ever.
2. I like the fact that Raylan and Wynona didn't make it; it felt earned - 50/50 indeed.
3. I kind of wish it ended with Raylan out of the Marshals. That didn't quite feel earned.
4. Duffy, you magnificent bastard.
5. Wait, how did Ava make contact with Duffy in the first place? When did she reach out to him? He got the van while she was still on the run.
6. Is Rachel out of career purgatory now? I really hope so.
The tough thing about the story is that it's deliberately set as a mystery early on; you've got these vague visions that don't mean much to you. It's not until after you've started to piece things together that it really starts to grab you, and by then you're 2/3 through the game. PST just felt more personal right from the start, whereas here, it feels like you're just going forward because the game demands it. Sigil was also inherently a lot more interesting than the Dyrwood, but that's a rather high hurdle to clear.
I'm on my second playthrough now, and the early stage writing feels a lot more interesting now that I have context. The problem is that without a compelling character to tie you to the story, the mystery can feel more irritating than interesting.
That's my main problem with the Endless Paths, too - it's too much of a dungeon crawl, and not enough of a narrative. You walk in you clear a level of monsters, then you go down to the next level. It's not until you get further down and start seeing the why of the dungeon that it becomes interesting - they really should have interspersed that from the beginning, and added more quests instead of just populating more tunnels with monsters to kill.
All in all, thoug, I still love this game. I wish there were more role-playing opportunities, as hinted by the character creation screens.
Well, I finally beat the game last night instead of watching the GOT premiere. I think I ended at 55-60 hours, but that included a lot of pause time while I went and did other stuff. I'll have some spoilered observations later, once I have access to my computer. But overall, this was an outstanding game. The story and writing isn't quite up there with Torment, but the gameplay is worlds better. I do have some questions regarding the revelations, but that will have to wait until I can spoiler it and write a long missive without my thumbs aching.
I can say that the Master Below was an infinitely tougher battle than the final boss.
I think I'm going to try a rogue for my next build, but I'm also curious about the Barbarian and Monk; has anyone here played as one of them yet? I'm also going to try to get to Dyrwood with as little experience as possible so that I can optimize Eder's build a little bit - he should be the damage dealer and Pallegina the tank, but because of how their weapon proficiencies were set up, I had it flipped. Eder with the Blade of the Endless, strength mods, weapon specialization: adventurer, and two-handed weapon style should be a sight to behold.
I know ciphers are a bit overpowered because of the way they can keep blasting, but the single most useful spell in the game is Alonth's level 3 DR reducing spell. I couldn't have beaten the master below without it, and it would have made the final boss fight even easier if I had it on me. The next mose useful spells for me were my level 2 priest spells, Repulsing Seal and Consecrated Ground; once they become 'per encounter' at level 11, life got easy. That one level six Cipher spell that knocks everybody down, though, has got to get nerfed in the next patch. The AoE is way too big, and the duration is way too long, for something that can get cast in every encounter.