[Neverness to Everness] #69 Long writeup in post

[Neverness to Everness] #69 Long writeup in post

Hello everyone. I recently platinumed Neverness to Everness and wanted to talk about it.

Overall, a straightforward if drawn out Platinum.

The game has the standard Gacha Game trophies of reach level 80 with a character and their weapon (called Arcs here) as well as completing a good chunk of the main V1.0 story and certain side quests. But surprisingly nothing for doing any endgame events or engaging with a huge chunk of the side quests. In theory, I wouldn't be surprised if it would be technically possible to Platinum this game doing like 30% of the main content and like 10% of the V1.0 side content. I wouldn't advise doing that since, best case, it would take you 3-4 extra months of daily quests to make up the deficit because, like every Gacha game, you earn 3-4x more Account EXP (called Hunter EXP in NTE) from activities that require Stamina than most corresponding story quests.

I think Honkai Star Rail is probably the only Gacha game on PS5 at this point you could realistically reach the requisite Account Level with your Account EXP coming mostly from Story Quest Content rather than Dailies because HSR has several years worth of story expansions that award decent EXP as well as an option to knock down the difficulty if you're underlevelled for later quests. With NTE, I completed most of the story content and side content around Hunter Level 33-ish after about a month of play. Out of 50. There are calculators online you can use to track how long to go:

https://nullcat.net/

I groaned when it told me I still had 70 days to go. I expect this to get faster as time goes on as NTE gets more Story Content that provides more Account EXP.

There are only 3 Trophies I'd say were problematic.

"It said go for it! = Defeat enemies with Ultimate *500.". This Trophy is bugged. I remember around early June 2026, I decided to grind this one out. There's an in-game achievement system that counted up 300 and I was at about 100. I decided to replay one of the challenge boss fights called "Anomaly Commissions" against 3 extremely weak fish monsters that I could 1 shot so I could get 2-3 kills per run and each run took 20 seconds max (including load times and restarts). I counted manually up to 600 with no Trophy. I was so confused when I looked up that yeah, this Trophy is bugged and also wrong? I've seen some sources say you just need to do Ultimates rather than kill enemies but also the game "forgets" how many Ultimates you do if you close your game? I ended up resigning myself hoping this got patched and forgot about until, when I was grinding for World Drops to Level up, I just randomly got it doing an Ultimate.

So advice would probably be to not deliberately grind this one out and leave it to last and hope it pops along the way?

"Mhm? Mhm? Mhm?! = Receive 30 Nacupeda's Punishments. " The game loves timegating stuff. There's 2 other trophies that require doing a daily thing: "Mhm! Mhm! Mhm = Receive 30 Nacupeda's Blessings. " and "Flip-Flopping Future - Perform 10 Divinations. " but these ones just require you to log in and talk to a thing 30-10 times respectively for guaranteed progression.

Nacupeda's Punishments are random. You go to a fountain, select the option to Steal Coins and roll a chance to trigger the punishment. Supposedly it's a 50% chance to trigger it every day but I had 8 day+ stretches where it didn't activate. Mine ended up being closer to about 61 days from when I started farming for this trophy. And was the final trophy I was waiting on.

The 3rd long timegating trophy was "Affinity Master = Reach Affinity Level 10 with 5 Characters Total.".

There's a nice Excel Sheet listing out the most efficient details and combinations:

https://www.reddit.com/r/NevernessToEverness/s/HDEdESqQp9

The main way this works is that in order to raise a character's Affinity to Level 10, you need to give them gifts which offer Affinity Points. You need 56000 Affinity Points per character to max them out at Level 10. However, you can only give each character a max of 3 regular gifts per day and give a max of 10 regular gifts per day. Regular Gifts can have different prices and give different Affinity Points depending on the character. For example, "Asahi Inori - Moonlight" costs $18,000 a pop and gives Haniel 400 Affinity Points but only gives Adler 100. Depending on your finances and choice of characters, it can take 2-4 months get 5 Characters to Max Affinity at the same time.

My advice/approach was the following:

-1- Choose your 5 characters early and Opt for a 2/2/2/2/2 configuration where each of the 5 characters gets at least 2 gifts a day. Even giving them each 100 Affinity Point gifts in the early game is helpful as it would cost, worst case, $5000 daily. Then once you finish the main story and develop the Cafes enough to earn about $2000/h and can comfortably earn about $500,000 from Weekly city activities, begin transitioning to the 400 Affinity Point Gifts. Unfortunately, these can max out at $20,000 per 400 Point gift for characters like Jiuyuan. Fadia is thankfully the cheapest at $5,400 per 400 Point gift.

I went with Mint ( $18,000 per 400 Points gift), Adler ($10,000 per 400 Points gift), Haniel ($18,000 per 400 Points Gift), Fadia ($5400 per 400 Points Gift) and Jiuyuan ($20,000 per 400 Points Gift). My thought process was that as Mint, Fadia and Jiuyuan are "Special Characters" that you can invite to a single daily Hangout which gives an extra 200 Points, I can alternate between them for the Daily Hangout to get them an extra 200. So when they finish, I shift to giving more 3 gift configurations.

-2- Something I do when Platinumming Gacha games I never intend to play again after Platinumming is to blow all my Premium Currency on speeding up the process. There kinda is a way to do this for Affinity.

There are "Special Gifts". These have no limits and can still be gifted regardless of the current gifting caps. One are "Cinema Tickets". They give 400 Affinity Points each and are only obtained from events. The other Special Gift is "Handwritten Letters". They give 2000 Affinity Points each. Handwritten Letters Can be obtained by spending 60 Warp Pieces. Warp Pieces come from pulling "duplicate Characters, A-class Arcs, and Hero Chest" from the Game's Gacha System. S-Class character duplicates typically award 40 Warp Pieces (for copies 2 through 7) and 80 Warp Pieces for every subsequent copy. A-Class character duplicates award 6 to 12 Warp Pieces.

Because the game guarantees at least 1 A-rank every 10 pulls, I was likely to get, worst case, 0.6 Warp Points per pull. And I did have every A Rank in the game before long. So it would slowly shift towards giving me 1.2 Warp Points per Pull. All my combined pulling got me an extra 5 Handwritten Letters saving me multiple days. I did have to focus all my pulling on the standard banner since NTE being player friendly with No 50/50s meant I needed dupes of characters from the standard banner to get Warp Points more effectively.

So yeah, NTE can be an annoying game to Platinum if you're zooming through it because there's essentially 3 parallel daily timers going on simultaneously that are the real bottlenecks. Nacupeda, Hunter Level 50 and Affinity. Still, my order ended up being Hunter Level 50 (about 74 days from starting the game on April 28th 2026), Affinity (about 86 days from starting the game) and then finally Nacupeda (about 108 days from starting). At least with this combination, once I got Affinity, I no longer had to play the game anymore. Nacupeda only required me to log in, check a fountain and log out and repeat.

As for the game itself, separated from the Platinum, I am mixed on it.

When I first downloaded the game, I expected it to be like Anata as this "Anime GTA". Instead it's more like "Genshin Impact but with a GTA Gimmick". I remember back when Arknights Endfield first launched, there was an article talking about how every open world Gacha Game tries to be "Genshin but with a gimmick" and it's making harder for Open World Gacha games to distinguish themselves. Funnily, I don't think Endfield did a great job with that technically neither does NTE.

But to be positive, I think NTE is the first Open World Gacha game I played that I actually liked the story, characters and scenarios enough to not skip most cutscenes. NTE's story is a mix of oddly charming "slice of life Anime", workplace humour and "PG13 SCP stories". I found myself oddly invested in the side stories of helping Mint study for her exams, the entirety of the DnD Campaign added in the "999 Nights" updates, but also the Horror stuff.

The MC works as part of a supernatural entity hunting organization. These entities, called Anomalies, manifest as anything from haunted appliances trying to prank people, to actually kinda creepy horror sections that the game has to legit warn you about as being scary that even got me a few times. To giant monsters that are epic to fight against. The game has like 40 side quests spread out across the map called "Anomaly Commissions" that are easily the highlight of the game. Some are disappointing "fight this regular enemy that you'd be fighting anyway when grinding" but some are puzzles and platforming challenges that play with your POV in 3D space like those Escher diagrams. Some are Silent Hill style "avoid the monster" with legitimately scary atmospheres. Some are multi hour Adventure Game style puzzles across an entire school with multiple moving parts.

I'd even go so far as to complain here that there's only a trophy for killing the Whale Boss Fight Anomaly. It's a shame the game doesn't encourage you to try out more of these with trophies.

The prison system is also surprisingly complex. In other GTA games, getting arrested just means you respawn at the Police Station. In NTE, getting arrested has you getting shipped to a prison island and required to serve your sentence. You can wander different areas of the prison depending on the time of day, converse with other prisoners, do daily events and tasks, get a job to earn money .... and try to escape. There's 5 ways to escape that require you collect resources over several days (or just use your platforming skills to do a tricky set of jumps to just escape). It is legitimately cool and I remember on my first day getting the game just spending hours exploring every inch of the prison, listening to every NPC dialogue. If you do want to get the Prisoners' outfit, you're required to get arrested daily and repeat the same activities to slowly accrue Prison currency over an entire month which does kill the replayability.

The recent patch added in a new game mode called "999 Nights" which feels like NTE trying to do a comedy take on DnD style campaigns, RPG video games, and Expedition 33 (complete with one sheep wearing a yellow 33 Banner you can summon, one wearing a 66 and one wearing a 99). This entire side mode adapts the game's systems to become a Dungeon Crawler where you get loot and EXP in an entirely self contained mode. The story, world and setup is legitimately engrossing. Like, I was hooked.

There was one boss fight between a Swordswoman and my God, it felt epic. I don't know how to describe but it felt like, NTE wanted to become like Metal Gear Rising Revengence and did its damnedest to try to make it happen just once. It was the only time in the game I felt truly in love with the combat experience.

The open world map of Heterau is legitimately cool and super detailed. I remember exploring random rooftops in the downtown area to find the NTE's equivalent of Crackdown Orbs or Assassin's Creed's Animus Fragments and admiring random pools on rooftops, billboards etc. You can run into other Gacha characters randomly chilling in the open world and their dialogue is usually engaging. I think hands down, this is the best open world in any Gacha Game I have ever played (granted I've only played like 4 open world Gachas).

You can buy property and customize it and it is legitimately cool.

Graphically, the game looks so beautiful and smooth on PS5. And on my iPhone, I can actually crank down the visuals considerably to preserve battery life and heat (something Arknights Endfield wouldn't let me do as much I would have wanted).

With all that said, here are my negatives with the game:

For one, the game feels like it's torn between its aspirations as a GTA-Like and its obligations as a Gacha Game.

Take the currency system. One major currency in the game is called "Fons" and is used to purchase city based stuff like cars, property, food, gifts etc. You earn this passively from a cafe you can invest in at a rate around of $2500 per hour when max upgraded even when not playing the game. You can also earn about $20,000 per day from doing dailies and from Story missions. But the main source of Fons is from your weekly City activities called "Hetearu Hobbies" (and also the premium Battle Pass). These activities include Taxi Missions, Cargo Driving Delivery Missions, Street Races, Fishing, a Bank Robbery, Dominoes, Rockband, a version of "papas pizzeria" etc. But in order to actually get Fons out of these actvities, you need to use "City Stamina".

The conversion rate is about $1000 per 1 City Stamina and City Stamina only recovers to full on a weekly reset on Mondays. You start with around 500 City Stamina per week and can unlock higher amounts. I currently get refilled to 700 City Stamina a week and spending earns me (in the worst case), about $600,000 a week. If you don't have City Stamina you can still do these activities but you don't get any Fons out of it which killed my motivation to engage with a lot of the Hetearu Hobbies because I felt like I shouldn't be wasting my City Stamina.

But you also have separate currencies for upgrading Gacha characters that requires spending "regular Stamina" that recharges about like in regular Gacha games. I typically spend about 200-ish of these daily to do grinds for Character, Weapon and Ability Upgrades.

I often found myself in scenarios where I was swimming in Gold Beetle Coins, Appleseeds and Badges .... but functionally broke because I was low on Fons. Or the opposite. Ways to exchange City resources for other Gacha resources was relatively restricted.

In between my daily NTE sessions, I was also platinumming Assassin's Creed Shadows. That game also requires a fair amount of grinding and replaying content to collect currency, gear, EXP and materials. But I found myself feeling more "grateful" to Shadows' economy. If I wanted to go farm iron and wheat for my hideout, I could go redo Outposts to my heart's content and also earn EXP and money along the way. If I had an abundance of Money, I could use it on merchants to buy resources. If I had a lot of resources but needed more money, I could sell resources. I could either sell my weapons or break them down into materials.

Obviously Shadows is a Premium Boxed Product and NTE is a F2P Gacha Game and it's unfair to compare the two. And I could also mention the ways NTE gives you more content to do for Free than many other Gacha games. But I feel it highlights that NTE's generosity will likely forever be capped due to its nature as a F2P gacha game.

But on a more concerning note is how limited NTE's GTA influence is on its main story. There's only 1 mission in the game, a tailing mission/chase with Hathor on her bike chasing a limo, that actually had me engaging with the open world driving in a main story mission. The rest of the time, it might as well not even be a GTA-Like. You can't even run over Monsters in your car to kill them. Most gameplay during missions is "go to a place, watch cutscenes, fight enemies with the same combat system I grew tired off, repeat".

I think there's a reason why most GTA-likes are also 3rd person shooters rather than melee focused games. You can shoot while driving and use cars and the environment as cover and tools so there's more versatility. In NTE, if you're in a car, you can only really drive the car. You can't attack from the car. But also, NTE can't guarantee what car you'll even have given the Gacha system and limited number of Fons. You can "hijack" Cars off the road. Pressing Circle will have Mint try to request the NPC hand over their car (which they can sometimes refuse) or you can attack their car for 10+ seconds causing them to flee at which getting into the car triggers a Wanted Level. But the cops are dumb. I remember getting arrested every day for a month straight to go to prison to do some dailies there and half the time, even when I was sitting there after stealing the car, the cops would often get stuck getting to me. And eventually once I got a Motorbike (that cost half a mill), I never had to hijack cars off the road again.

Another major complaint is the game's controller support of all things in menus. This game is very clearly a mobile game first and foremost. When in gameplay, the gamepad controls generally work fine. The more consistent issues I noticed is when driving right and letting the stick return to neutral. The game will sometimes jerk my car to the left (causing me to sometimes crash). My theory is that the left stick is emulating a virtual stick so letting go off the left stick as it's pointed right makes it "register left" as it returns to neutral.

But it's at its worst in menus. Take the Bond Menu. You have to press on the Dpad to navigate between submenus and the Left Stick to switch between characters .... except sometimes the game seems to forget which one controls what so left stick now needs to be used to navigate been submenu items. And sub-sub menu items (such as which gift to scroll through) require pressing X to go in, then using the left stick as the dpad might swap a menu higher up. On top of that, pressing on the Dpad even in menus will sometimes swap characters in the overworld because the game forgets to swap the dpad binding from character switch or menu actions.

This was especially funny in the Papa's Pizzeria Activity since you need to use the Dpad to control certain ingredients. And a couple times, this caused my character to switch and completely mess up the fixed camera to point in a completely different direction.

While the character swap bug in menus is funny and never caused any problems, actual menu navigation is a pain because the game forgets which sub-sub menu you're in, swaps left stick and dpad controls, and pressing O to back out sometimes backs you out entirely rather than just the current sub-sub menu. It's such a bizzare experience that a Destiny or modern Assassin's Creed style cursor to navigate menus with a controller would be 100% an objective improvement. Seriously, if there was an option in certain menus to press R3 have a cursor take over, it would legit improve the menus so much it's not even funny.

Regarding combat, it's .... generally fine. It feels like a more lenient version of Arknights Endfield. One button strikes, One button Ability, a jump and jump attack that's useless, attacking generates an ultimate. A dodge. Meeting certain requirements in combat lets you switch to another character while doing an attack (such as doing an Ability Move with MC instantly charges up Mint's Swap in Attack).

The combat system is relatively basic because it needs to work for touch screens. The game is a lot more generous with dodges and "red ring attacks" compared to something like Arknights Endfield. Almost all Attacks you can dodge will have a small red line flash which you can visually and audibly rely on to press the dodge button. Instead of i-framing through an attack, attacks you dodge will give you a nice looking dodge animation. And the game is usually very generous in doing these red flashes for almost every attack enemies have and counting your dodges.

Attacks which can't be dodged will have a red ring that turns yellow. If you attack the red ring with an Ability, or a yellow ring with any attack, you can make the enemy cancel their attack and get stunned. On tougher enemies, they will do more frequent attacks or overlap attacks and stage hazards to offset the more generous dodging which can do serious damage to your health.

In closing, I think I can make the case NTE is my "favourite" open world Gacha game. Its story and world are the few that got me, someone who normally skips that aspect of Gacha games, legitimately invested. The platinum is held back by some annoying time gates. And even aside from that, while game doesn't feel as predatory as other Gacha games, it still feels like it's somewhat held back. I think I want a Persona-like game in this style that can afford to go all out. But until then, I suppose I can appreciate that fact if, nothing else, this might end up being my rarest platinum.

u/coolwali — 2 days ago

Fun fact but in the PS2 Version of CT's Battery, doing a Split Jump here soft locks your game.

u/coolwali — 3 days ago

I always get a chuckle when an older PC game thinks Linux is Windows XP

u/coolwali — 5 days ago

Update 3: The Chaos Theory Penthouse extraction skip is now confirmed to work on 3DS. Just like the PS2 and GameCube versions

It's way harder on this version since Grim updates your objective mid dialogue so you gotta be way faster with this terrible control system.

u/coolwali — 10 days ago

I can confirm now that the Penthouse Extraction Skip works on both the PS2 and GameCube Versions of CT.

u/coolwali — 11 days ago
▲ 28 r/Splintercell+1 crossposts

I somehow skipped Extraction during CT Penthouse PS2 and I have no idea how I did it.

u/coolwali — 2 days ago

In Metal Gear Solid 4 (2008), the game warns you that it is a PS3 exclusive. This is a reference to the fact the game will never leave the PS3

u/coolwali — 25 days ago
▲ 952 r/skyrim

Why is the Snow purple in Helgan?

Added my Mod List if that might be the cause. No real issues with it. I do think it's funny.

u/coolwali — 1 month ago

Scientifically Calculating the number of lines in Uncharted Games and automatically numbering them to predict when Narwall will finish UC2.

Hello everyone. I wanted a more precise and accurate way of determining how many lines were in the Uncharted games as well as a way of predicting when Emotional Narwall would hit certain lines. And I wanted this method to be easily replicable or doable by anyone to fact-check.

If you just want the TLDR for how lines there are, here it is:

Game Estimated Total dialogue lines
Uncharted 2 2,278
Uncharted 3 1,936
Uncharted 4 4,526
Golden Abyss 1,855
Lost Legacy 2,001

When will Narwal finish Uncharted 2:

If he posts exactly 1 script line per day from here ("Worst Case"):

Around April 5, 2032

If he keeps his current effective UC2 pace and makes more videos ("Best Case"):

around December 30, 2030

If you want to follow along with my method, here it is (NOTE Formatting breaks when viewed on Old Reddit):

Step 1: Figuring out the Approach:

I wanted to check if my method even would work. So I went back and looked at how many days it took Emotional Narwal to get through Uncharted 1. It was 1041. So if my method was close to 1041, then it was probably accurate.

I googled "Uncharted 1 script" and found this:

https://gamefaqs.gamespot.com/ps3/932984-uncharted-drakes-fortune/faqs/51689

I copied and pasted its entire contents into a .txt file.

Reading through it, it had a lot of extra lines and directions and chapters. But I noticed every time a Character spoke, it had a colon. For example:

Elena: Are you sure you wanna be defiling your ancestor's remains like that?

Nathan: You make it sound so dirty.

Nathan laughs as he walks round to the other side of the coffin.

Nathan: Besides, I thought you didn't believe me. 

Bingo. I just had to count all the colons using Bash.

I ran the bash command:

grep -c ":" uncharted_1_script.txt

I got 1032. Which is only 9 less than the actual 1041. I have a few theories as to why. One could be that sometimes, Narwall breaks up longer lines into multiple memes spanning multiple days. Whereas my method counts every line in its entirety as one. Another could be that Narwall counts lines the GameFAQs post doesn't like certain optional lines, fail condition lines, collectible lines etc. Overall, it's pretty close which makes me happy.

Step 2: Applying it to Uncharted 2:

I googled "Uncharted 2 script" and found this one from the same guy as the UC1 Script on GameFAQs:

https://gamefaqs.gamespot.com/ps3/955125-uncharted-2-among-thieves/faqs/58428

Applying the same bash command gave me 2318. Nearly double UC1! Which feels about right.

But I wasn't satisfied. The GameFAQs Script itself had a lot of addtional information such stage directions, chapter info etc. I wanted just the dialogue lines and them numbered. I did the following command:

awk '/:/{print "[" ++n "] " $0}' uncharted_2_script.txt > dialogue_lines_2.txt

This technically worked but here's what "dialogue_lines_2.txt" looked like:

[1] ASCII Art from http://www.network-science.de/ascii/
[2] | Game Title: Uncharted 2: Among Thieves |
[3] | Guide Type: Game Script                |
[4] | Platform: Playstation 3                |
[5] | Version: 1.0                           |
[6] | E-Mail: rcarr0(at)aol(dot)com          |
[7] | First Updated: 22/11/2009              |
[8] | Last Updated: 05/12/2009               |
[9] | FAQ Size: 203KB                        |
[10] Nathan: What's going on...?
[11] Nathan: That's my blood... That's my blood, that's a lot of my blood...
[12] Nathan: What...?
[13] Nathan: Oh God.
[14] Nathan: (screams)
[15] Nathan: Oh, crap.
[16] Nathan: ...It's ok... it's ok... come on...
[17] Harry: Buy me a drink, sailor?
[18] Nathan: Harry Flynn?! Hey!

Ooops. My bad. Should have read it more clearly. And I imagine something similar probably exists for the UC1 script.

So I went to "uncharted_2_script.txt" and edited the file to be more accurate, removing any hyperlinks and then I got this:

[1] Marco: "I did not tell half of what I saw for I knew I would not be believed..."
[2] Nathan: What's going on...?
[3] Nathan: That's my blood... That's my blood, that's a lot of my blood...
[4] Nathan: What...?
[5] Nathan: Oh God.
[6] Nathan: (screams)
[7] Nathan: Oh, crap.
[8] Nathan: ...It's ok... it's ok... come on...
[9] Harry: Buy me a drink, sailor?

This did end up dropping UC2's line count down to

$ grep -c ":" uncharted_2_script.txt
2307

However, I still wasn't happy. The script had addtional line breaks that didn't show up in places. For example:

uncharted_1_script.txt:

Elena: Well, I did do my research. And apparently, Francis Drake didn't have
any children.

Nathan: Well, history can be wrong, you know.

Which shows up as:

[14] Elena: Well, I did do my research. And apparently, Francis Drake didn't have
[15] Nathan: Well, history can be wrong, you know.

Cutting off "any children". So I then ran this monstrosity:

$ awk -v RS='' '
/^[[:space:]]*[A-Za-z][A-Za-z .'\''-]*:/ {
    gsub(/\n/, " ")
    print "[" ++n "] " $0
}
' uncharted_1_script.txt > dialogue_lines.txt

Which fixed the issue in UC1:

[1] Francis: "There must be a beginning of any great matter, but the continuing unto the end until it be thoroughly finished yields the true glory."   - Sir Francis Drake, 1587
[2] Elena: I'm here off the coast of Panama, where we've just recovered what we believe to be the coffin of legendary explorer Sir Francis Drake, who was buried at sea over 400 years ago.
[3] Elena: Are you sure you wanna be defiling your ancestor's remains like that?
[4] Nathan: You make it sound so dirty.
[5] Nathan: Besides, I thought you didn't believe me.
[6] Elena: Well, I did do my research. And apparently, Francis Drake didn't have any children.
[7] Nathan: Well, history can be wrong, you know.
[8] Nathan: For example - you can't defile an empty coffin.
[9] Elena: What the hell-?

Recounting UC1's lines with my "fixes" got me 1007. Nearly 34 less than Narwall. So the original method might better allign with Narwall's final meme schedule?

I tested the updated version on UC2. On day 141, Narwal's meme line was "C'mon, what are you waiting for?". Searching for this in my .txt file, mine said it was Number 181?

[178] Harry: We've got to get up to that balcony. We can climb the gate over here.
[179] Nathan: Got it.
[180] Harry: Crap. I've got the other one.
[181] Harry: C'mon, what are you waiting for?
[182] Harry: Okay, we're almost there. I'll go right, you go left.
[183] Nathan: Okay, we should be able to lift this up, sneak right under.

I was initially super confused. How was I 40 off after only 140 days? Especially when on Day 139 was just "Crap" and not even the full line? I was expecting to underestimate his progress. Until I remembered Narwall has posted multiple video memes for UC2 where he did multiple lines at once. I also remembered one of his memes was about how he skipped he skipped 8 lines. If he ever reads this, I imagine it will be comforting to know he might end up finishing UC2 earlier than predicted. My code says UC2 has 2278 lines of dialogue technically.

Doing some quick napkin math:

When would Narwall finish UC2 if he literally did 1 entire line a day and is technically currently on day 181 instead of 141: 2278 - 181 = 2097. 2097 Days in the future would land about April 5, 2032. Assuming no breaks and more video memes. Or about 5.7 years.

However, Narwall does occassional video memes now and every video meme shaves off multiple lines per day. I can't predict how many video memes he'll do for the future but imagine he'll probably do some. I was thinking of going back, counting how many of his UC2 Memes were video based over the past 141 days or something, calculating his "efficency" or something and multiplying that by 2097 to get a more realistic date. But I am too lazy and just did 141/181 = 0.79005525. Then do 0.79005525*2097 = 1633.5746 days left. Which puts us around December 30, 2030. This napkin math calculation will likely get more refined as time goes on as we'll get a better knack of how often he does videos vs expands dialogue.

Step 3: Counting lines in the other Uncharted games.

I couldn't find the GameFAQs Script for the other Uncharteds but I found this guy who posted the scripts of UC3, 4, GA and LL:

https://www.reddit.com/r/uncharted/comments/at3v68/full_transcript_of_uncharted_4_a_thiefs_end/

These seemed generally more minimally formatted compared to the GameFAQs one. So I saved them and ran my code on them and got the following outputs:

$ grep -c ":" dialogue_lines_3.txt 
1936
$ grep -c ":" dialogue_lines_4.txt 
4526
$ grep -c ":" dialogue_lines_ga.txt 
1855
 grep -c ":" dialogue_lines_ll.txt 
2001

My observations are the following: -1- Why is UC3 nearly 300 lines less than UC2? My current theory is that UC2 probably had more text of Nathan bantering with others as well as more tutorial dialogue. UC3 has extended sequences where Nate is alone and more serious (such as when he thinks the Pirates have Sully) so he's not gonna be joking around as much.

-2- UC4 being nearly double UC2 feels about right.

-3- Golden Abyss was actually my first Uncharted. As for why it has enough lines comparable to UC3, my guess it's because Nate's rarely alone in GA for extended periods? Allowing him to rack up lines?

-4- I haven't played Lost Legacy so I can't comment on why it's the 3rd most dialogue heavy game in the series.

Step 4: Bonus Statistics.

I had to break out Python for this:

#!/usr/bin/env python3

import re
import sys
from collections import Counter, defaultdict

if len(sys.argv) < 2:
    print("Usage: python3 uncharted_stats.py dialogue_lines_2.txt")
    sys.exit(1)

filename = sys.argv[1]

# Matches either:
# [123] Nathan: Hello
# Nathan: Hello
line_pattern = re.compile(r'^\s*(?:\[(\d+)\]\s*)?([^:]{1,80}):\s*(.*)$')

stopwords = {
    "the", "a", "an", "and", "or", "but", "if", "then", "so", "because",
    "i", "me", "my", "mine", "you", "your", "yours", "he", "she", "it",
    "we", "they", "them", "his", "her", "our", "their",
    "is", "am", "are", "was", "were", "be", "been", "being",
    "do", "does", "did", "doing",
    "have", "has", "had",
    "to", "of", "in", "on", "for", "with", "at", "from", "by", "as",
    "this", "that", "these", "those",
    "not", "no", "yes", "yeah", "okay", "ok",
    "what", "where", "when", "why", "how", "who",
    "just", "really", "very", "all", "up", "out", "down", "there", "here", "s", "t", "re", "m", "c", "ll", "don", "ve"
}

speaker_lines = Counter()
speaker_words = Counter()
speaker_word_counter = defaultdict(Counter)
speaker_word_lengths = defaultdict(list)
all_lines = []

def get_words(text):
    # Keeps contractions like "don't", "I'm", "C'mon"
    return re.findall(r"[A-Za-z]+(?:'[A-Za-z]+)?", text.lower())

with open(filename, "r", encoding="utf-8") as f:
    for raw_line in f:
        line = raw_line.strip()
        match = line_pattern.match(line)

        if not match:
            continue

        line_number, speaker, dialogue = match.groups()
        speaker = speaker.strip()
        dialogue = dialogue.strip()

        words = get_words(dialogue)

        speaker_lines[speaker] += 1
        speaker_words[speaker] += len(words)

        for word in words:
            speaker_word_lengths[speaker].append(len(word))
            if word not in stopwords:
                speaker_word_counter[speaker][word] += 1

        all_lines.append({
            "number": int(line_number) if line_number else None,
            "speaker": speaker,
            "dialogue": dialogue,
            "word_count": len(words)
        })

total_lines = sum(speaker_lines.values())
total_words = sum(speaker_words.values())

def print_table(title, headers, rows):
    print(f"\n## {title}\n")
    print("| " + " | ".join(headers) + " |")
    print("| " + " | ".join(["---"] * len(headers)) + " |")
    for row in rows:
        print("| " + " | ".join(str(x) for x in row) + " |")

print(f"# Stats for {filename}")
print()
print(f"Total dialogue lines: {total_lines}")
print(f"Total dialogue words: {total_words}")
print(f"Average words per line: {total_words / total_lines:.2f}")

# 1. Top 10 characters by number of lines
top_lines = [
    [speaker, count, f"{count / total_lines * 100:.2f}%"]
    for speaker, count in speaker_lines.most_common(10)
]
print_table(
    "Top 10 characters by number of lines",
    ["Character", "Lines", "Share of total"],
    top_lines
)

# 2. Bottom 10 characters by number of lines
bottom_lines = [
    [speaker, count]
    for speaker, count in sorted(speaker_lines.items(), key=lambda x: x[1])[:10]
]
print_table(
    "Bottom 10 characters by number of lines",
    ["Character", "Lines"],
    bottom_lines
)

# 3. Top 10 by average words per line
# Filter removes characters with only 1-2 lines, because they can distort the average.
minimum_lines = 5

avg_words = []
for speaker, lines in speaker_lines.items():
    if lines >= minimum_lines:
        avg = speaker_words[speaker] / lines
        avg_words.append([speaker, lines, f"{avg:.2f}"])

avg_words.sort(key=lambda row: float(row[2]), reverse=True)

print_table(
    f"Top 10 characters by average words per line, minimum {minimum_lines} lines",
    ["Character", "Lines", "Average words per line"],
    avg_words[:10]
)

# 4. Top 10 characters by total words spoken
top_total_words = [
    [speaker, speaker_words[speaker]]
    for speaker, _ in speaker_words.most_common(10)
]
print_table(
    "Top 10 characters by total words spoken",
    ["Character", "Total words"],
    top_total_words
)

# 5. Most common meaningful word per character
common_words = []
for speaker, _ in speaker_lines.most_common(10):
    if speaker_word_counter[speaker]:
        word, count = speaker_word_counter[speaker].most_common(1)[0]
        common_words.append([speaker, word, count])
    else:
        common_words.append([speaker, "N/A", 0])

print_table(
    "Most common meaningful word per major character",
    ["Character", "Most common word", "Uses"],
    common_words
)

# 6. Average word length per character
avg_word_lengths = []
for speaker, lengths in speaker_word_lengths.items():
    if speaker_lines[speaker] >= minimum_lines and lengths:
        avg_len = sum(lengths) / len(lengths)
        avg_word_lengths.append([speaker, speaker_lines[speaker], f"{avg_len:.2f}"])

avg_word_lengths.sort(key=lambda row: float(row[2]), reverse=True)

print_table(
    f"Top 10 characters by average word length, minimum {minimum_lines} lines",
    ["Character", "Lines", "Average word length"],
    avg_word_lengths[:10]
)

# 7. Longest dialogue lines
longest_lines = sorted(all_lines, key=lambda x: x["word_count"], reverse=True)[:10]

longest_rows = []
for item in longest_lines:
    label = f"[{item['number']}]" if item["number"] is not None else ""
    text = item["dialogue"]
    if len(text) > 120:
        text = text[:117] + "..."
    longest_rows.append([
        label,
        item["speaker"],
        item["word_count"],
        text
    ])

print_table(
    "Top 10 longest dialogue lines",
    ["Line", "Character", "Words", "Dialogue"],
    longest_rows
)

# 8. Common words overall
overall_counter = Counter()
for speaker in speaker_word_counter:
    overall_counter.update(speaker_word_counter[speaker])

overall_words = [
    [word, count]
    for word, count in overall_counter.most_common(20)
]

print_table(
    "Top 20 meaningful words overall",
    ["Word", "Uses"],
    overall_words
)

Uncharted 1:

Total dialogue lines: 1007 Total dialogue words: 7531 Average words per line: 7.48

Top 10 characters by number of lines

Character Lines Share of total
Nathan 507 50.35%
Elena 223 22.14%
Sully 171 16.98%
Eddy 39 3.87%
Gabriel 32 3.18%
Navarro 23 2.28%
Guard 6 0.60%
Mercenary 4 0.40%
Francis 1 0.10%
Elean 1 0.10%

Bottom 10 characters by number of lines

Character Lines
Francis 1
Elean 1
Mercenary 4
Guard 6
Navarro 23
Gabriel 32
Eddy 39
Sully 171
Elena 223
Nathan 507

Top 10 characters by average words per line, minimum 5 lines

Character Lines Average words per line
Gabriel 32 12.44
Eddy 39 8.08
Sully 171 8.07
Nathan 507 7.21
Elena 223 7.09
Navarro 23 6.61
Guard 6 2.50

Top 10 characters by total words spoken

Character Total words
Nathan 3655
Elena 1582
Sully 1380
Gabriel 398
Eddy 315
Navarro 152
Francis 27
Guard 15
Mercenary 6
Elean 1

Most common meaningful word per major character

Character Most common word Uses
Nathan oh 49
Elena oh 23
Sully nate 17
Eddy hey 6
Gabriel navarro 5
Navarro el 3
Guard oh 3
Mercenary whoa 1
Francis must 1
Elean N/A 0

Top 10 characters by average word length, minimum 5 lines

Character Lines Average word length
Gabriel 32 4.21
Navarro 23 4.18
Nathan 507 4.03
Sully 171 3.96
Elena 223 3.94
Eddy 39 3.85
Guard 6 3.53

Top 10 longest dialogue lines

Line Character Words Dialogue
[900] Nathan 58 My men have all been murdered, leaving the task to me alone. No ship will depart this island; I destroyed them all, a...
[279] Gabriel 52 See, your friend owes me money, Mr. Drake. A lot of money. So when he told me that you two were onto something big - ...
[436] Eddy 41 Tai kamu! Listen to me, maggot - I was promised treasure on this goddamn rock! And now my men are dying. They can't e...
[733] Gabriel 38 Don't be stupid. He knows we'll kill him once we find the treasure. He has no incentive to tell the truth. Really, Na...
[87] Elena 37 Yes, that's what I said - it blew up. It sank. No, that's why we have insurance, right? Oh. Oh no, the camera - No, t...
[511] Elena 37 Okay, see this building in the harbour? That's where all the boats coming into the colony would've unloaded their car...
[70] Nathan 36 So look, when Drake sailed into the Pacific he took the Spanish fleet completely by surprise. He captured their ships...
[679] Sully 33 Anyway, once they realised I wasn't dead, I convinced Roman that they'd never find the treasure without me. So I've b...
[740] Sully 33 Well, the girl and I been reading some of the books down here and it looks like there's some kind of secret gallery a...
[2] Elena 32 I'm here off the coast of Panama, where we've just recovered what we believe to be the coffin of legendary explorer S...

Top 20 meaningful words overall

Word Uses
oh 86
right 64
get 62
don't 48
now 44
i'm 41
nate 41
like 39
sully 39
well 38
way 38
wait 33
got 33
whoa 32
it's 30
that's 30
hey 30
huh 30
know 30
go 30

Uncharted 2:

Total dialogue lines: 2278 Total dialogue words: 14196 Average words per line: 6.23

Top 10 characters by number of lines

Character Lines Share of total
Nathan 1185 52.02%
Chloe 368 16.15%
Elena 290 12.73%
Harry 201 8.82%
Sully 108 4.74%
Lazarevic 63 2.77%
Tenzin 35 1.54%
Jeff 17 0.75%
Soldier 4 0.18%
Draza 2 0.09%

Bottom 10 characters by number of lines

Character Lines
Marco 1
Woman 1
Voice 1
Draza 2
Girl 2
Soldier 4
Jeff 17
Tenzin 35
Lazarevic 63
Sully 108

Top 10 characters by average words per line, minimum 5 lines

Character Lines Average words per line
Lazarevic 63 8.97
Harry 201 7.57
Sully 108 6.73
Chloe 368 6.67
Nathan 1185 6.16
Elena 290 4.96
Jeff 17 3.59
Tenzin 35 2.14

Top 10 characters by total words spoken

Character Total words
Nathan 7304
Chloe 2453
Harry 1522
Elena 1437
Sully 727
Lazarevic 565
Tenzin 75
Jeff 61
Marco 22
Soldier 15

Most common meaningful word per major character

Character Most common word Uses
Nathan right 115
Chloe nate 30
Elena nate 28
Harry right 20
Sully kid 12
Lazarevic will 10
Tenzin speaking 34
Jeff whoa 2
Soldier commander 1
Draza take 1

Top 10 characters by average word length, minimum 5 lines

Character Lines Average word length
Tenzin 35 7.17
Chloe 368 3.98
Nathan 1185 3.97
Harry 201 3.96
Sully 108 3.95
Lazarevic 63 3.95
Jeff 17 3.90
Elena 290 3.90

Top 10 longest dialogue lines

Line Character Words Dialogue
[57] Nathan 57 Marco Polo leaves China with 600 passengers and fourteen ships, loaded down with treasure from Kublai Khan. Now, he l...
[39] Harry 39 That puts us in the courtyard. From there we scale up the wall, run across the rooftops, and just drop down into the ...
[803] Elena 39 Y'know what? This guy's a real monster, Nate. We're talking torture, mutilation, mass executions... But see, now he's...
[354] Nathan 38 Sully, listen to this - 'In the kingdom of Shambhala lies the most precious thing to be found in all the world - a pe...
[176] Nathan 37 Yeah - but we can only get to it from the roof, and we can't get to the roof from here. We're going to have to make o...
[2208] Nathan 37 Elena... Oh, God... no... Elena, hold on, all right? Just hold on. C'mon, stay with us. You're going to be okay, all ...
[361] Chloe 35 Hang on a minute, cowboy - that's easier said than done. The files are in his tent, and his tent is in the middle of ...
[1115] Nathan 35 The answer that you're looking for. Okay? I know where the Stone is. But you're not gonna find it without me. So just...
[52] Nathan 34 Wait, hold on... 'So that it should not fall into the wrong hands, I concealed my great sorrow in the unlikeliest pla...
[101] Harry 33 Relax? (laughs) Relax? Have you ever been in a Turkish prison, mate? If we get caught, they will lock us up and throw...

Top 20 meaningful words overall

Word Uses
right 175
oh 138
go 127
get 127
it's 99
i'm 87
don't 83
way 82
now 75
that's 70
nate 70
got 70
well 69
you're 63
gonna 57
know 56
can 56
c'mon 55
see 53
ah 53

Uncharted 3:

Total dialogue lines: 1936 Total dialogue words: 17632 Average words per line: 9.11

Top 10 characters by number of lines

Character Lines Share of total
Nathan 761 39.31%
Sully 482 24.90%
Cutter 215 11.11%
Elena 146 7.54%
Chloe 92 4.75%
Young Nate 43 2.22%
Young Sully 41 2.12%
Talbot 40 2.07%
Kate Marlowe 35 1.81%
Salim 26 1.34%

Bottom 10 characters by number of lines

Character Lines
Boss 1
Big Thug 1
Woman 1
Young Kate Marlowe 1
Security 2
Guard 2
Harris 2
Shopkeeper 2
Pirate 2
Horseman 2

Top 10 characters by average words per line, minimum 5 lines

Character Lines Average words per line
Kate Marlowe 35 17.91
Voice of Kate Marlowe 6 17.67
Salim 26 14.15
Young Nate 43 13.12
Young Sully 41 13.02
Rameses 15 12.07
Purple Horseman 6 9.83
Nathan 761 9.70
Elena 146 8.55
Cutter 215 8.43

Top 10 characters by total words spoken

Character Total words
Nathan 7380
Sully 3578
Cutter 1813
Elena 1248
Chloe 684
Kate Marlowe 627
Young Nate 564
Young Sully 534
Salim 368
Talbot 333

Most common meaningful word per major character

Character Most common word Uses
Nathan right 128
Sully right 43
Cutter right 28
Elena right 13
Chloe well 9
Young Nate him 10
Young Sully kid 12
Talbot now 8
Kate Marlowe little 5
Salim drake 7

Top 10 characters by average word length, minimum 5 lines

Character Lines Average word length
Purple Horseman 6 4.10
Voice of Kate Marlowe 6 4.01
Kate Marlowe 35 3.91
Salim 26 3.89
Mercenary 8 3.86
Talbot 40 3.73
Rameses 15 3.73
Elena 146 3.72
Chloe 92 3.69
Cutter 215 3.67

Top 10 longest dialogue lines

Line Character Words Dialogue
[1538] Nathan 159 Look at this place. Shit. Here goes nothing. Okay. Making progress. I see you buddy. Just don’t turn around don’t tur...
[1490] Kate Marlowe 84 In fact - I suspect I know you better than anyone, Mr. Drake… Of course, that’s not your real name, is it? - but we w...
[1690] Nathan 82 Ha! It worked! There’s gotta be a way out of here. Ah, shit! This is getting ridiculous! Ah, shit! This is getting ri...
[1715] Salim 74 If they find Iram, we are all dead. Three thousand years ago, King Solomon commanded the power of the Djinn. Demons, ...
[1540] Nathan 73 Hang in there, Sully. On my way. Oh, crap. Damn it. Don’t leave without me, boys. Holy shit! Big wave, big wave! I ca...
[71] Young Nate 72 Okay… I gotta get that wallet. Crap! Can’t go down that way. He’s cutting through that building. I bet I can spot him...
[1812] Nathan 69 They’re here. I’m gonna kill ’em. You killed Sully! I’ll kill you, you killed Sully! Demons… Demons born… born of smo...
[790] Cutter 67 Look, just forget all that. You’ll never guess what we’ve discovered. I’ve got it all in here… Not only did Elizabeth...
[1862] Nathan 65 We gotta find a way out here, fast! Keep moving! Sully, this way. We gotta get outta here. C’mon I need your help. Oh...
[438] Nathan 64 I’m getting to that… See, after the war, Lawrence said that if he were ever to go back to Arabia, it would be to sear...

Top 20 meaningful words overall

Word Uses
right 222
oh 177
get 127
go 106
way 105
can 103
sully 101
got 101
come 98
well 84
let 82
nate 79
gotta 76
like 73
hell 71
look 71
hey 70
shit 70
know 67
one 66

Uncharted 4:

Total dialogue lines: 4526 Total dialogue words: 42376 Average words per line: 9.36

Top 10 characters by number of lines

Character Lines Share of total
Nate 1857 41.03%
Sam 1122 24.79%
Elena 482 10.65%
Sullivan 430 9.50%
Rafe 157 3.47%
Nadine 95 2.10%
Alcazar 58 1.28%
Jameson 55 1.22%
Vargas 49 1.08%
Mercenary 34 0.75%

Bottom 10 characters by number of lines

Character Lines
Henry 1
Elma 1
Radio 1
Hehchman 1
Alcazai 1
Waiter 1
It started with the cross 1
Sallivan 1
Sillivan 1
Nam 1

Ooof Looks like some formatting issues in the Script!

Top 10 characters by average words per line, minimum 5 lines

Character Lines Average words per line
Girl 17 25.06
Auctioneer 14 14.14
Rafe 157 12.73
Cassie 14 11.43
Gustavo 23 11.35
Jameson 55 11.29
Alcazar 58 11.14
Old Woman 21 10.86
Nun 13 10.69
Vargas 49 10.49

Top 10 characters by total words spoken

Character Total words
Nate 17658
Sam 10453
Elena 3622
Sullivan 3534
Rafe 1998
Nadine 872
Alcazar 646
Jameson 621
Vargas 514
Girl 426

Most common meaningful word per major character

Character Most common word Uses
Nate right 196
Sam right 119
Elena nate 45
Sullivan hey 33
Rafe right 20
Nadine rafe 9
Alcazar samuel 19
Jameson right 9
Vargas find 6
Mercenary let 4

Top 10 characters by average word length, minimum 5 lines

Character Lines Average word length
Auctioneer 14 4.25
Henchman 13 4.15
Guard 30 4.04
Nun 13 3.94
Alcazar 58 3.93
Cassie 14 3.91
Old Woman 21 3.90
Girl 17 3.90
Gustavo 23 3.84
Salvage Worker 9 3.82

Top 10 longest dialogue lines

Line Character Words Dialogue
[2824] Nate 271 All right… c’mon, Nate. I gotta get off this beach. Sam! Sam, can you hear me? Maybe farther up shore. All right, fir...
[4184] Nate 207 Okay. Hey, what’s that? Footprints… Sam! Ah, God damn it. I’m sure he’s a ways off by now. Just gonna head to the cre...
[263] Nate 206 Great thanks. There we go. Piece of cake. Need my gear. (he takes a rope) Bingo. Now we’re in business. Here we go…! ...
[2886] Nate 157 Years. Decades, even. How the hell did they keep it a secret all that time? (find a letter) This letter’s still legib...
[4022] Nate 139 I gotta get out of here. Oh no. Oh, wonderful. Ah, Christ, how many of these trucks did you bring, Rafe? Ah, crap! Oh...
[4468] Girl 124 And not here either. Okay, well… guess I just wait, then. (looks at some artifact) Whoa.… Good job cleaning this up. ...
[1768] It started with the cross 115 a cryptic message from my old compatriot with a vague promise of Paradise. I was skeptical, but the thought of living...
[4469] Girl 97 (chuckles) Who what is this? Pirate coin. Kinda looks like Avery’s sigil? Wait… is it Avery’s sigil? A Spanish doublo...
[3119] Rafe 88 Just a second. (sighs) Thing is, Nate; I never stopped looking for Avery’s treasure. I just kept running into these d...
[897] Alcazar 74 Now… If you run, or try to hide the treasure or do something really stupid like go to the authorities… I’ll know. And...

Top 20 meaningful words overall

Word Uses
right 412
oh 281
hey 281
well 264
go 257
get 239
got 220
let 200
can 197
ah 188
one 183
know 181
sam 179
see 173
like 173
whoa 167
way 165
good 157
mon 153
look 151

Uncharted Golden Abyss

Total dialogue lines: 1855 Total dialogue words: 19529 Average words per line: 10.53

Top 10 characters by number of lines

Character Lines Share of total
Nathan 872 47.01%
Marisa 479 25.82%
Dante 214 11.54%
Sully 195 10.51%
Guerro 69 3.72%
Mercenary 18 0.97%
Chase 3 0.16%
Girl 2 0.11%
Francisco 1 0.05%
Prologue 1 0.05%

Bottom 10 characters by number of lines

Character Lines
Francisco 1
Prologue 1
Photo 1
Girl 2
Chase 3
Mercenary 18
Guerro 69
Sully 195
Dante 214
Marisa 479

Top 10 characters by average words per line, minimum 5 lines

Character Lines Average words per line
Guerro 69 14.01
Dante 214 13.73
Sully 195 12.16
Nathan 872 9.78
Marisa 479 9.44
Mercenary 18 5.56

Top 10 characters by total words spoken

Character Total words
Nathan 8529
Marisa 4524
Dante 2939
Sully 2372
Guerro 967
Mercenary 100
Chase 30
Francisco 29
Prologue 16
Girl 15

Most common meaningful word per major character

Character Most common word Uses
Nathan get 67
Marisa oh 50
Dante drake 33
Sully oh 25
Guerro se 22
Mercenary sir 7
Chase humm 2
Girl hey 3
Francisco can 1
Prologue telling 1

Top 10 characters by average word length, minimum 5 lines

Character Lines Average word length
Guerro 69 3.73
Nathan 872 3.71
Marisa 479 3.70
Sully 195 3.63
Dante 214 3.62
Mercenary 18 3.61

Top 10 longest dialogue lines

Line Character Words Dialogue
[959] Nathan 95 I’ll just be out here. (to himself) Perez was so close… the sword must be in here somewhere… Now where would a 16th c...
[1699] Dante 81 Maybe we should ask ‘em. Hey, did you hate living with all this beautiful gold? Huh? Let’s take a moment and cry for ...
[901] Nathan 61 It should. Friar Marcos de Niza was a scout, working for Coronado… the governor of what’s now Northern Mexico. See, M...
[1685] Dante 58 Same way I always beat you Drake… by being smarter than you. I’ll take that… (he takes Drake’s gun) Hey babe. I’d tak...
[1575] Marisa 56 I told you… don’t call me that. I know what you’re going to say. You’re gonna say this isn’t worth my life, right? Bu...
[1630] Marisa 56 According to my grandfather, in Quiviran mythology this place is called the Tears of Chihopotex. She was separated fr...
[1697] Dante 56 Don’t be so melodramatic, Drake. Huh? It’s just low grade, nothing worse than an x-ray or two, huh? Can you feel it? ...
[181] Dante 53 Would you put that thing away. It’s nothing. It’s just a little misunderstanding, that’s all. All right? I’m gonna be...
[916] Nathan 53 ‘The Temple of the Serpent guards the pathway to hell. The Sword of Stephen, like the flaming sword of Uriel, shall g...
[1613] Marisa 53 When I was a kid my grandfather used to take me all over the world on his artifact hunts. We took a boat not much big...

Top 20 meaningful words overall

Word Uses
oh 154
know 135
hey 120
get 120
can 96
way 92
guerro 87
dante 84
go 83
alright 82
well 80
see 79
right 75
mon 73
like 72
got 70
let 70
look 68
chase 66
one 65

Uncharted Lost Legacy:

Total dialogue lines: 2001 Total dialogue words: 16067 Average words per line: 8.03

Top 10 characters by number of lines

Character Lines Share of total
Chloe 838 41.88%
Nadine 752 37.58%
Sam 184 9.20%
Insurgent 102 5.10%
Asav 57 2.85%
Meenu 26 1.30%
Orca 21 1.05%
Civilian 7 0.35%
Lieutenant 7 0.35%
Mercenary 4 0.20%

Bottom 10 characters by number of lines

Character Lines
Soldier 1
UNCHARTED 1
Aid Worker 1
Mercenary 4
Civilian 7
Lieutenant 7
Orca 21
Meenu 26
Asav 57
Insurgent 102

Top 10 characters by average words per line, minimum 5 lines

Character Lines Average words per line
Asav 57 12.91
Chloe 838 8.99
Sam 184 8.21
Insurgent 102 7.94
Orca 21 7.90
Nadine 752 6.70
Meenu 26 6.42
Lieutenant 7 5.14
Civilian 7 3.43

Top 10 characters by total words spoken

Character Total words
Chloe 7531
Nadine 5038
Sam 1511
Insurgent 810
Asav 736
Meenu 167
Orca 166
Lieutenant 36
Mercenary 30
Civilian 24

Most common meaningful word per major character

Character Most common word Uses
Chloe oh 93
Nadine get 45
Sam right 29
Insurgent get 10
Asav will 12
Meenu hundred 3
Orca take 3
Civilian please 2
Lieutenant hey 2
Mercenary hope 1

Top 10 characters by average word length, minimum 5 lines

Character Lines Average word length
Asav 57 4.03
Meenu 26 4.00
Orca 21 3.99
Nadine 752 3.79
Insurgent 102 3.74
Chloe 838 3.73
Sam 184 3.57
Lieutenant 7 3.56
Civilian 7 3.50

Top 10 longest dialogue lines

Line Character Words Dialogue
[450] Chloe 109 Here’s our three symbols. Well, that took less time than I expected. Parashurama’s bow... Let’s see here... Aimed rig...
[1166] Insurgent 65 I don’t understand. The other city was far grander. The great treasure is here? The American claims this is the true ...
[1131] Chloe 62 He was the guy that couldn’t walk away. The Ministry of Culture offered to finance... one more of his expeditions. ‘C...
[752] Chloe 56 It’s my stress toy. It showed up in the mail a few weeks after we got to Australia. All right, we better get a move o...
[606] Insurgent 48 Nice to be out of that shit-hole, finally. I was starting to think the boss was all talk. I’d watch your mouth. Soon ...
[1085] Chloe 43 Try this way. (coughs) All right. (coughs) That’s more like it. Whoa, oh. Oh, shit. Get down, get down. Holy shit, is...
[431] Chloe 42 Let’s have a look at the map. (Chloe pulls out a map) Okay, let’s see. We are right about here. I can mark it up as w...
[893] Chloe 42 If I had to guess, I’d say it’s some kind of lock mechanism to open... that door. Okay, on the left we have... Shiva ...
[1997] Sam 40 Um-hmm. I got it. Private collector. Just hear me out for a second. I understand taking the moral high ground and tha...
[569] Chloe 39 It had its moments. I learned a lot. Hoysala Empire was kind of his thing. (sighs) Took up a lot of his time, though....

Top 20 meaningful words overall

Word Uses
right 155
oh 126
get 114
shit 106
go 85
can 82
let 81
well 75
got 72
like 70
now 69
good 63
one 62
way 62
hey 61
asav 59
know 58
see 56
look 49
ah 48
reddit.com
u/coolwali — 1 month ago

In Cyberpunk 2077 (2020), video games, movies and music exist primarily as physical media. This is a reference to Night City having terrible wifi speeds

u/coolwali — 2 months ago
▲ 887 r/shittygamedetails+1 crossposts

If you play any of the Arkham Games (2009-2015) on Nintendo Switch, Batman will use a Nintendo Switch Console for all the Cryptographic Sequencer portions

u/KermitTheFraud92 — 2 months ago

I Platinummed Suicide Squad Kill the Justice League

Hello everyone. I recently platinummed the 2024 game Suicide Squad Kill the Justice League and wanted to talk about it. Spoilers ahead.

While I understand it now (kinda) I found this was a really confusing game to Platinum because there's essentially 2 games here and some conflicting information and I wasted a fair amount of time "doing the wrong thing and wondering why I wasn't progressing".

There's "the main campaign and open world" that has its own set of trophies. And there's the postgame grind and live service content which has its own set of trophies some of which overlap and ended up affecting the former. As a result, some of the online guides I found had conflicting and unclear information. For example, take "Blaze of Glory - Achieve 39 Stars in Riddler AR Challenges". At one point this trophy seemed to have been bugged because Rocksteady added additional Riddler AR challenges as part of content updates and expansions and the trophy now required you to do all added challenges in addition to the base game ones. So many older guides from the time mention that this trophy is bugged and you need to do all Added Challenges. However, Rocksteady patched this and it is explicitly mentioned in their patch notes. You only need to do the base game ones.

The more confusing thing for me was how the endgame trophies worked due to a combination of bugs, patches, and the game's own descriptions being unclear, how the game works now may not be reflected in how some guides write about it. But in order to explain my confusion, I need to first give a crash course on how the endgame works:

So the base game has 3 difficulty levels: Walk In The Park (Easy), Best Pay Attention (Normal), Sweating Bullets (Hard). These are the options the game gives you when you first boot up the campaign and can change at any point. The Higher Difficulties also increase EXP and Loot you earn.

Once you beat the main campaign, a sort of separate but still connected new difficulty system opens up called "Mastery Levels". So when you start up a postgame activity, the game asks you "what difficulty do you want? Walk In The Park (Easy), Best Pay Attention (Normal), Sweating Bullets (Hard), Mastery 1 (harder than Sweating Bullets and unlocked by playing a hard activity on Sweating Bullets difficulty), Mastery 2 (harder than Mastery 1 and unlocked by playing a hard activity on Mastery 1 difficulty), Mastery 3 etc". All the way up to Mastery 60 or something. Later Mastery Level Difficulties are locked until you complete certain activities on the previous Mastery Level Difficulty.

You can apply these Mastery Difficulty options to content in the main open world as well as specific endgame activities and depending on the activity, the difficulties are "tracked separately". This confused me when I first played the game because most guides said some variation of "difficulty doesn't matter for your playthrough.... difficulty matters for endgame so make sure you play on the highest difficulty possible". I was like "wait, so which one is it? Does Difficulty matter or doesn't it? Can't I just grind for a few extra hours on the lowest difficulty and eventually get the Platinum?" The truth is that for the base game/campaign, difficulty doesn't matter. You can play on whatever. But for endgame, you have to play on the highest difficulty possible to unlock the next highest difficulty and keep progressing.

For the purposes of the Platinum Trophy, this matters for 3 specific trophies: "The Venom Connection - Equip 3 pieces of the Tier 1 Bane Infamy Set", "All Sorts of Fun - Equip 3 pieces of the Tier 2 Bane Infamy Set", and " The Reaper - Equip 3 pieces of the Tier 3 Bane Infamy Set". I feel these are the hardest and most demanding trophies in the game. You get these and everything else is an easy clean up.

To get the platinum, you need to get at least 3 drops of Bane's Tier 1 set, 3 drops of Bane's Tier 2 Set and 3 drops of Bane's Tier 3 set. How do you do that? There's 2 parts to the equation that determines which loot gets dropped.

The first is that there's 3 specific missions that open up in the endgame called "Incursion Missions". These missions are "World’s Un-Fair" (and tends to drop Bane Shields and Grenades as loot), "Sending a Signal" (Tends to Drop Bane Guns), and "Invasive Species" (tends to drop Bane Neck Bomb Mods and Lucky Charm Drops). These missions require a currency called Promethium (around 250-1000 per player per mission) to attempt.

The second part of the equation is something called "The Finite Crisis Rank". The rank is determined by adding up the Mastery Levels of highest completions of the 3 Incursion Missions. So for example, if I do "World's Un-Fair" at Mastery Rank 3, "Sending a Signal" at Mastery Rank 2 and "Invasive Species" at Mastery Rank 1, my Finite Crisis Rank will be 3+2+1 = 6. Your Finite Crisis Rank will not decrease even if you decide to go back and do "World's Un-Fair" at Mastery Rank 1 or something.

Specific Tier Bane Gear will be added to the pool of rewards you can get based on what Mastery Level you complete an Incursion Mission at, and what your Finite Crisis Rank is. For example, Tier 3 Bane loot requires playing an Incursion Mission at Mastery Level 24 or higher while your Finite Crisis Rank is at least 6o. The thresholds are about "Mastery Levels 1-9 and Finite Crisis Rank 1+" for Tier 1 Bane Gear, "Mastery Levels 10-24 and Finite Crisis Rank 30+" for Tier 2 Bane gear and "Mastery Levels 24+ and Finite Crisis Rank 60+" for Tier 3 Bane Gear.

This is where one of the first confusions I ran into. Turns out, upon the game's release, these loot drops were bugged and ended up dropping at earlier levels than intended. Many guides used that info to say Tier 3 Loot dropped after Mastery Levels 20. When instead, they should have dropped after Mastery Level 24+ (and this is something Rocksteady's patch notes explicitly noted was an issue and has since been corrected). I wasted a lot of time grinding at Mastery Level 20 missions and was so confused because "my Finite Crisis Rank is 64 and I am doing a Mastery Level 20 mission. What gives? Where's my Tier 3 loot?". Even online, I can't find any guide that has the corrected info. The game technically does tell you the correct Mastery Levels required but it's easy to gloss over and it instead highlights the Finite Crisis rank requirement more so. So uh.... ooops on me.

Moreover, in earlier versions of the game, the game would sometimes "take away" these main 3 Incursion Missions and instead ask you to play another Incursion Mission (usually a Horde survival mode or a repeat of the final campaign mission at a higher difficulty) as a combination of "Break from the grinding" and "test to see if you're ready to continue grinding". Many guides and videos I watched do mention this. However, in the current patch, the game will only do this once or twice and then leave you free to grind the main 3 Incursion Missions as long or as many times as you want.

I will note this grind for Tier 3 Loot was challenging. By Mastery Level 15, I was getting Smacked around hard that I actually had to dig in and start sorta buildcrafting. Something I am terrible at in every RPG/Looter shooter/MMO I have ever played. My main approach was Deadshot and giving him Bane's Tier 1 and 2 gear I had collected. Bane's gear tends to synergize with a status condition called "Frenzy" which makes enemies temporarily ignore the player and start attacking each other at the cost of taking reduced damage from your own attacks and being harder to drain Shield/HP from. I also had a bug? I think where if enough enemies around me were frenzied, their models would disappear and be replaced by a giant green swirling cloud of light which it impossible to tell what that enemy was even if they weren't frenzied anymore. I ended up getting sucker punched a lot by that.

However, it was still worth it because the rest of my build synergized well with Frenzy. I got gear that increased my damage on Frenzied enemies, a sniper that could Frenzy enemies on Critical Hits (and eating 10% of my Shield when this happened), and a perk that made Frenzied Enemies do more damage to each other. I also dumped Overflow points into "Doing 8% bonus damage to enemies while airbourne" and "Bonus 3% Shield Capacity". Both helped me because I needed to hover close to enemies as Deadshot. It was only barely enough to squeak by and I was sometimes failing Incursion Missions as my DPS wasn't enough and if enemies KO-ed me, I'd lose precious time on the clock. On one attempt, I literally ran out of time, the Timer went away and the game was doing the mission fail dialogue when I just barely killed the final enemy so the game awkwardly continued the next phase of the mission despite telling me I just failed.

This is why I said these were hardest trophies in the game. The rising difficulty levels do not mess around and you may have to grind Overflow Levels just to stand a chance. Every victory I had made me feel worse because it meant I had a higher Difficulty Level to go through. When I reached Mastery Level 24 and started doing attempts, it felt so discouraging to not get a single Tier 3 Drop. I was begging the game "please, I just need 1 shield/grenade and any weapon. I don't even want to use it. I don't even care if the perks are trash. Just give me this so I can be done with this!". I felt the game mocked me when it dropped 2 Tier 3 Grenades I already had. When it finally dropped the Tier 3 Sniper Rifle, the high was greater than that of Walter White's finest meth.

Onto more mundane stuff, another example of a trophy I found whose guides were somewhat inaccurate now was " Number the Dead - Defeat 10 Raising Hell Hit Squads". Upon launch of the game, the way this works is that the game gives you 5 random challenges you can see on the map and have to do in the open world. These can range from "kill x enemies in y location" to "Afflict X enemies with a Status Condition" and everything in between. Completing these 5 challenges raises a notoriety level and sends a "Hit squad" after you of harder enemies. If you leave the immediate area, the Hit Squad also disappears and you need to do 5 more challenges to get another Hit Squad to Appear. Killing all the Hit Squad Members also ends their pursuit and you need to do 5 more challenges to get another Hit Squad after you. This trophy requires you to kill 10 Hit Squads.

However, this Hit Squad System has been updated. For one, it's 3 challenges now, not 5. Plus, there is an Incursion Mission called "Killing Time" that throws you into a survival mode where killing enemies raises your Mastery Level and gives you more time. The goal of this mission is to survive as long as possible and then extract safely without dying or running out of time in order to keep your loot. However, every few Mastery Levels, the game might spawn a Hit Squad even if you didn't do any Raising Hell Challenges. So I was able to do 6 of my 10 Hit Squads in this mission and the remaining 4 in the open world. This mission is a godsend and saved me so much time.

And that's mostly all for the trophy side. While I am here, I might as well review the game itself.

As for the game itself, I am.... mixed on the game. Like I said earlier, there's 2 games here. The Story/Main Campaign/Open World side, and the post game grind side.

Starting with the postgame, it's.... fine. I am historically not a fan of live service type games. And the whole reason why I even I went for the platinum was because SSKTJL was free on PS+, and PSNProfiles said it was a brisk 50 hours total and a 4/10 difficulty to platinum the game. I had already finished the main story, saw there were no unmissable trophies and figured it wouldn't be too bad to go for the platinum. And it... wasn't too bad but I do feel it was kinda repetitive. Grinding the same 3 missions over and over again for a few days, for loot I wasn't interested in, while the story froze and no longer progressed. I was listening to YouTube videos on the side which helped. And the combat wasn't mindless as the increased difficulty meant I was always under pressure to keep moving and performing to my best. I can't say the experience was 100% mindless but I will note that if the game was Mastery Level 25 or higher to unlock Tier 3 loot, I would probably have stopped playing. At Mastery Level 24, I often had a 70% success rate on my attempts. I was lucky the game showered me with Promethium so I never had to grind more. I think in total. I must have done at least 40-50 attempts total before getting 3 Tier 3s.

I suppose this is the norm for this Looter shooter/Live Service Endgames. Repeatedly doing the the same few missions to unlock harder runs for better gear. I will comment that at least the way SSKTJL handles its loot is a lot less "arbitrary" in a sense. In something like Borderlands, a weapon drop's quality is in part dictated by the level you get it at. So a Level 20 version of a gun is going to be way stronger than a level 10 version of a gun and there's no way to bring up a Level 10 up to a 20 or reroll or tune its perks.

SSKTJL operates a bit differently. Loot is mostly static and disconnected from level. So a Notorious Drop you get in like chapter 3 of the main story is just as capable as an endgame drop. The exact perks may not line up but by and large, you're not forced to have to keep equipping newer and higher levelled gear. If you find a set or loadout you are happy with, the game lets that you roll with that. There are NPCs that can help reroll perks or upgrade status on the weapon to improve it slightly at least.

I do wanna highlight some little things I liked about the game before moving onto the main campaign. I love the use of the Dualsense’s features. The R2 adaptive trigger being harder to use when melee-ing was a great way of reminding me I was overextending my characters. I loved the lights indicating my health, weapon and character. I love the use of the speakers for radio transmissions and wished more games (including the Arkham ones) did that. I love the extended database/codex complete with voice acted audiologs that can play in the background. Aesthetically and graphically, I felt the game and map looked cool

Now, as for the main story/campaign/open world, I may hurt my credibility with this review (as if I had any left) but I really enjoyed the first 80% of the campaign's story.

Like, I would have expected a Suicide Squad game to "play it safe" where Task Force X would have a "side mission" far from any actual heroes and certainly wouldn't kill any mainline Justice League members. But no. The game goes all in on its premise. It really does have the Squad kill off most of the Justice League. It doesn't "coddle" or "protect" the League. The end result for me at least is a way more interesting and novel story. I know this game is very controversial for its story but like, I felt it commits and does a great job with it.

I feel the story does a great job in characterizing the Squad. I flip flopped between "God! These are absoluty despicable heels" and "Golly gee, I feel kinda bad for these guys. Maybe they don't deserve this suffering. Maybe there is some humanity in them".

Like, when the Squad kills Flash, Boomerang prepares his whole speech. That's expected of him. He is an egotistical villain that gets off on hating Flash. But when he begins to desecrate Flash's corpse, at first Deadshot holds him and berates him like "Man, this is the Flash, what are you doing...." but when he sees Boomerang's junk, the whole squad turns around and praises him. It's this switch between "Hey maybe the Squad aren't bad people" to "God, these guys are monsters" that I find so interesting in the story.

I like the arc of the characters. They start out barely tolerating each other, forced to work together because of their internal bombs. And by Batman's mission when hit with fear toxin, they've worked together enough that they are able to pull through as a team and counter Batman despite the fear toxin really pull at the Squad's insecurities and pushing them to cut and run. Whereas Batman would have expected them to easily fall apart like any other group of disorganized and distrustful criminals.

Moreover, I just love the dialogue and production value in the game. Between Batman's Radio Dialogue, the news broadcasts, the Squad's own quips, Brainiac's performance. It's legit good stuff.

I feel my biggest complaint is the fact this game is/was a live service game (Ironic given the first half of this post). It bleeds into the story. The game can't start with the squad truly hating each other and being dysfunctional like in other SS media because you need the 4 Squad Members kitted and functional by like Hour 2 for coop and Seasonal Events. The game can't have more handcrafted set piece like missions (like the past Arkham Games) because it needs to accommodate multiple players (potentially different characters depending on what players chose or even if there are multiple players).

For example, there's 2 missions in the game where the Squad are being hunted by Batman. They feel like they're from a horror game where you're on your own, using your flashlight to peek around while Batman leaves traps and occasionally ambushes you. It's really cool. But these sections have basic gameplay and don't go really far with how you respond against Batman.

Another casualty is the final 20% of the story. The squad kill Superman and are celebrating when Brainiac freezes them and brings teleports them on his ship. Brainiac has been built up this entire game. You don't hear or see him. And now here he is. He speaks in this eloquent way. He prepares his brainwashing machines while telling the Squad he will "give them everything they could ever want" and plays to their insecurities. Lex 2 Teleports the Squad last second off the ship and to Lexcorp. The squad try to catch their breath after what happens. And Boomerang even drops a rather funny "wait, I wanted to hear Brainiac out".

It feels like the game is shaping up for the final fight against Brainiac. Maybe the Squad could lose here or betray each other. Hell, you could even have a sequence where the character you were controlling when the mission starts eventually gets brainwashed by Brainiac and the remaining 3 Squad members have to kill him and then Brainiac to end the game in this bitersweet moment. Or hell, you could have a moment where the Squad embrace the end and let their neck bombs go off to save the world to end the game.

But the story has Lex 2 tell you "well actually, there are 13 Brainiacs across different dimensions/Elseworlds. You need to do some grinding to take on this one first". And now the story loses its momentum. It doesn't feel like I am preparing for a final battle against Brainiac. It feels like I am grinding to do a mission. And now I know the Squad will beat Brainiac and it devalues Brainiac because now the Squad will also have to challenge and beat the other 12 in post game live service updates.

I also feel it "devalues" the premise of the Squad and their accomplishments. What makes SS/Task Force X interesting, especially in this game, is the fact they're the longshots. The fact they've made it 30 minutes without failing or dying is a miracle. Every hero underestimates them. Waller even picks this group because "they are C-D tier villains. Nobody expects them to truly succeed so when they fail/die, it's no huge loss". The actual Justice League couldn't take down Brainiac. The fact the Squad are being sent in isn't because they actually are the substitutes but because they're the desperate "we got nothing to lose" option.

But if the Squad are now grinding to take on Brainiac, and also are aware of the 12 other ones coming in live service updates. All of that changes. Braniac no longer feels like such an insurmountable task, but like, another villain and one the Squad doesn't have to worry too much on. It feels now like any group could have done this and devalues the fact that the Justice League failed to stop him.

The gameplay also suffers. I already mentioned some main missions were limited but also, a lot of missions are "kill x number of enemies an arbitrary number of times". The game has to do this rather than more specific scenarios since that would require scripting unique sequences and enforce structure on the player. But the game can't guarantee what squad member you are playing at, what gear they have, and what other players are active so it needs this more generic mission template to accommodate that.

Even the boss fights against the other JL members showcase this. How do you beat Flash? You wait for him to run around and begin one of his charging attacks. Then you "counter shoot him" with L2+R1. This opens him up to damage from your regular attacks. How do you beat Green Lantern? You shoot his green constructs, counter shoot him to render him vulnerable then shoot him with your regular attacks. How do you beat Superman? You wait for him to fly around and begin one of his charging attacks. Then you "counter shoot him" with L2+R1. This opens him up to damage from your regular attacks. The animations of the hero changes but not the "flow of the fight".

The only boss fight that is unique is Batman's because it can only be played solo and it dictates your character selection to some extent. So it can have a Horror game sequence beforehand where Batman douses the squad with Fear Toxin. And the Boss fight itself is against a Giant hallucination of a Demon Batman with custom attacks you have to jump over and shoot. It's still somewhat basic from gameplay but more unique compared to Flash, Supes and Hal. Even the Brainiac Boss fight has Brainiac turn himself into Flash and repeats the Flash boss fight but with more minions.

The open world also suffers here. Prior Arkham games also had relatively static open worlds to some extent (Arkham City and Knight took place across a single night after all). However, in Arkham City, as you played through the main story, the progression of the turf war between Joker, Penguin and Two Face occasionally intersects with Batman's story in a way that's simultaneously in the background but also influencing the story in way that makes replays so much more interesting as you can see the puzzle pieces moving in real time.

For example, in Arkham City, the villains have established clear territories: Two-Face in Park Row (Solomon Wayne Courthouse), Joker in the Industrial District (Steel Mill), and Penguin in the Bowery (Museum). Rumors spread that Joker is dying. This looming power vacuum motivates Penguin and Two-Face to plan their moves, while Joker's crew becomes increasingly desperate and divided. Penguin uses his influence to distract Joker's crew at the GCPD building while secretly holding Mr. Freeze in his museum. He further escalates the war by destroying bridges to isolate the Industrial District. Once Batman defeats Penguin, the Bowery falls into chaos. Two-Face capitalizes on this, seizing control of the Bowery and absorbing many of Penguin's men.

You can see the progression of this as you play with the thugs doing makeshift alterations to their uniforms, their dialogue and even where they are located. And they end up as obstacles to Batman not because Batman is directly involved in their turf war but because they happened to be in his way to his own separate objectives. Batman doesn't take out Penguin and Joker's men in the subway because he wants to disrupt their turf war but because they're on the way to Wonder City and as a result, learns more about their conflict. It makes the story and world feel so much richer.

SSKTJL can't really do this. The map is mostly static at the start of the game as it is by the end barring more destruction and surface level collateral. The early chapters had cutscenes showing Brainiac's forces capturing civilians and transforming them but they're not present during gameplay. Instead just wandering around or holding down territory. You don’t get side stories from other heroes or villains surviving the onslaught. Yo don’t see the progression of the war. It’s like time freezes when the game starts. Metropolis trapped in a perpetual live service limbo.

In another timeline, SSKTJL was a 8-10 hour singleplayer game that was able to make a more story focussed one and done game that didn't have to be completeable by different players and support years worth of live service content. It may even help its legacy over time as a bold new and risky game. But instead, even though its servers are still up, even though it technically has an offline mode now, I worry this game wouldn't be around long enough for future players to appreciate any of its positives.

reddit.com
u/coolwali — 2 months ago