@@thelxr what's a bit misleading is that the actual bridge stays closed at all times because of the strike and the murder, Kim even mentions that he had to request the bridge be lowered for him to arrive. It's the *waterlock* that you can cross.
@@kasyanchik True. Disco Elysium does require a bit more attention and memory of past events, than in a long play format, TBH, so who can blame Brady? :) I had a bit of trouble finding the waterlock overpass myself on my first playthrough
I think you can cross the bridge now, it is a Tuesday. You just don't actually walk to the bridge , it is down, pass the workers. And you can break the door inside a book store, it opens a new location for exploration.
Guidance upon request [SPOILER FREE] You need to go explore the west section of the map by crossing the bridge, not the large one you suspected but a smaller one above and to the left of the checkpoint next to the pawn shop. East side there a things yet to do at the book store. And if you recall finding potential clues while alone, it may be worth while to go back to them with Kim by your side.
Yeah Brady forgot all about pursuing the investigation on the doorbell / phone outside Whirling early on when other things took precedence. Might be the best place to start before meeting anyone new at Revachol west.
During this playthrough, whenever Brady talks about symptoms of depression/mental illness that I really identify with, I think "Hmmm... Maybe I need therapy..." Like seriously, it's a little cathartic just to listen to him explain how all of these things work in such a didactic and knowledgeable way.
don’t forget you can always talk to people again for other dialogue, especially when the day rolls over. I understand wanting to actually progress the game tho 😂
I wonder, is it a coincidence that the investigation seems to have run up against a wall at the same time that we've started to refuse investigating our own subconscious?
Yeah, the merc's story gets really fucking dark, the skills aren't just warning Harry, they're warning *you*, the player. Sort of like a Content Warning. If you're censoring the word "r*pe" in your playthrough, you definitely don't want to go there.
Allthough i think its very important for the narrative to listen to the war crime retelling, i can understand not wanting to. I think as long as it is understood what the hunged man was (a monster) then not listening to the full retelling is fine
Water lock next to the pawn shop and the secret door in the book store are the two biggest things you can do right now. I've been really enjoying your playthrough. Thank you for keeping at it so long.
Like others have mentioned, you can probably cross the canal now. Down past the pawn shop, lower left part of the map. Also, I cannot recall: did you ever check out the back rooms of the bookstore? Interesting stuff back there. Oh, and wanted to say don't forget you can change your outfit to get bonus points for those tough checks!
minor backseating if you want it crossing the bridge is the main thing now, it's southwest. there's a lot of optional things too. dont forget you can talk to kim!
Tip for the future: it’s possible to complete the game without ever investigating the body. If you’re ever feeling like the only way to progress is to pass a single check, you’re missing something. (In this case, like everyone’s said, the water lock)
I’ve just caught up with your play through of this game and I’m so glad I found it. I keep coming back to DE when I feel existential or particularly down and your commentary and input as a therapist really helped me reframe a few things in my head. I can’t really afford therapy right now, so the few bits of info that resonated with me helps a lot. Thanks Brady!
Okay imagine you’re first person perspective. You’re going south down that street toward the bridge, the enterprising lorry driver is to your right, Roy’s pawnshop to your left. You turn left after Roy’s pawnshop where the workers are. There’s this smaller latch walkway, that’s is what creates a path over the inlet to the fishing village. There are lots of new people there that need therapy! You gotta talk to them all! 🫨
The amount of dialogue every streamer misses because they picked the line with a list of options before, asked one and moved on, to never go back to them
Other than the bridge. You can still open that door in the library. If you remember, the lady didn't want you to go in there, but breaking the rules goes well with the new villain arc
I'm surprised that Kim doesn't say anything about the pinball machines, during my playthrough I found out a bit more about his history and he used to play plenty of pinball. I guess he's just staying professional and he only opens up about his private affairs when you ask about it under the right conditions. Kim is the somewhat cold but steady rock that allows Harry to go wild. I think Kim is fine with it and even enjoys it a bit unless Harry goes way way too far and wild. As others said: check the building west of the cafeteria. As with most things there are multiple routes and options. Check the pedestrian walkway next to the bridge.
As someone else said, Brady got into the pinball room through the roof, and you only get Kim's dialogue about his past if you go into the pinball room through the blue door. Really strange choice by the devs methinks.
You joke but there's enough left you really could be on this the rest of the year. And there's still almost a dozen characters that I'm gonna to be fascinated to see you break down.
I won't go into spoilers, but previously I commented on Harry getting the bright idea of being a super cop. You might want to run through dark areas and back rooms with Kim around and see if you notice anything you've missed. Come to think of it and having checked this quickly, you've missed an entire area and characters where you've explored so far. Early on in your playthrough you said you would "get back to investigating it", but I think by now you've totally forgotten what it all was. Maybe check the doorbell / phone outside Whirling again? Also as others have mentioned you have a whole another part of the map open for you now with many new characters to meet - just have to cross the canal by operating the bridge first.
Hey, in regards to the room fee, I would recommend talking to a few people in the soon-to-be-unlocked part of Martinaise. I suspect it's going to be a few episodes away, but you still have time to figure it out :)
Hmmm… if you want something quick and easy to do that can get you a lot of EXP Brady, I would recommend looking at the doorbell to the left of the hole in the gate to enter the murder scene! If you haven’t done it already, there should be a few options there that get some easy EXP! 😊
1. Great to see another episode of DE. Sucks that you failed that check, that's just unfortunate. 2. Why is the last Yakuza playthrough part 4 weeks old at this point? Now that game is ACTUALLY BIG, so with a speed like that...
There are actually two options where you can go: - In the corner to the left of the pawnshop there is a switch which opens you a way to the another side of the river - Also you can explore bookstore a little more... But it's up to you
kind of fitting that in an episode about failure, you failed to find the way to progress, eh? 😄 loved the results of that failed rhetoric check, first time I've seen it despite the three playthroughs I've already sunk into this game! I love that Kim actually understood what you were going for, and tried to back you up lol.
The bridge is open it’s a smaller bridge only meant to cross on foot almost behind but beside the pawn shop it’s that spot were you and Kim bummed some food off that one character if you remember that lol
If you still need specific instructions. To go across the bridge first go to Roy's pawn shop. Then go past the shop where the workers are standing and left to the water's edge. There should be a lever there to switch that will let you across. Enjoy.
How kind of you to say you feel like Europe would better suit you than the US. As a Dutch person who has travelled around the EU and Asia, and being aware of the state of public facilities and all that in the US, I can quite imagen why you feel like that. But to "kick in an open door" as we'd say in Dutch: Europe has its own flaws. Its not paradise by a long shot but I do love my public transport and "sociaal vangnet" that will catch those people who otherwise fall into an abyss of problems.
I don't know if you've done this already but you should open Harry's notebook again and theres a secret compartment in it that has a letter in it. I don't want to spoil anymore of it but its a really crazy moment in the game
don't forget that doing drugs, smoking or doing alcohol can also unlock white checks :p Also, remember that this is a branching story line, just walking around and exploring/talking to peeps is just as valid as trying that check a bunch of times.
Consuming substances can make a check easier but they don't unlock white checks. You can only unlock white checks by investing a skill point or changing something in the surrounding circumstances to get an extra bonus, the things like "+1 surreal play" in the Rhetoric check. Unfortunately the latter are difficult to plan for in advance
I am truly regretting having stayed up way too late many nights binging all of these. Now I am checking every day for a new one, and IT SEEMS LIKE HE HAS ABANDONED THE SERIES! NOOOOO!
I know it’s another horribly long game but I’d love to watch your take on persona, 3 is about grief and learning to live despite death, 4 is about the truth, your true self and accepting all of yourself and 5 is about anger , rage even and overcoming it and using it to fight injustice (not to scare you off but it is political hahaha) but it’s all very psychological albeit less skill fully done than this game
People are telling you to cross the bridge in the west. There's nothing particularly urgent that way but there are new people and stories to explore if you want a change-up. Most if not all of them would yield new therapy tangents. With the way you're doing this series spoiling yourself a bit on what situations you can encounter in certain places on the map (not *outcomes* or answers to mysteries, just situations) probably wouldn't be the worse thing in the world. You could plan routes and tangent topics a bit in advance if you wished
isn't the water lock fixed on day 3? i thought you've already been to the fishing village didn't you talk to idiot doom spiral or am i imagining things
There are a few people in Whirling you should talk to. The smoking man is down there now (guy in purple leaning on a post) and the 2 people in black jump suits sitting at a bench near the smoking guy. Also there's A LOT in the doomed commercial district building. Enter through the book store. The book store owner will yell at you, but use your inland empire mojo to talk your way in. Lots in there!
I feel strongly you would have a more compelling/complex playthrough if you allowed the character to use drugs to pass the checks. I mention this not intending to tell you there is a wrong way to play, but you would likely find it is a more psychologically rich direction for your purposes.
At first I thought the failures were clever enough to see but if there is one thing I would convince the developers to do is to automatically succeed any roll above 70% or so: your stats *should mean something* but in this game with 2 six sided dice they barely do anything: this game just encourages you to save and reload (The infamous save-scumming practice) instead of actually having something interesting to say on failures because you're set up to fail and nothing but save scumming reliably works to move forward on a character direction that makes sense: dice rolls get in the way of the narrative in this game.
there are pretty reliable ways to reset the white checks. It might encourage save scumming in some ways, but it's usually a bad idea to with this one. Even if you fail a check, there are usually different solutions to the problem that will still work. Trust the process i guess. A non-spoiler example (for this playthrough) of this is measurehead as an obstacle. You can either try to beat him with a roll that is almost impossible for most playthroughs, or you can become a racist, or with a bit of exploration you find the shortcut at cuno's little hut and you can bypass having to do either. I can get all meta here, in that this game is pretty obvious in that it's not trying to make you feel good all the time. In fact, day 2 is actively depressing for most people. But i think that the variability of dice rolls does add something to the game, after all, we'd not have had these amazing successes and failures during this playthrough that are now quite memorable/memeable.
@@limo_was_here I understand the intention, I just think it goes too far in the failure direction: Double one is always a failure. On a 2d6 roll that's almost a 17% chance of failing *ANY* roll even if you are so competent it should be doable almost without trying, it can even lock you out of completing the game unless you spoil yourself btw: 17% chance of people either going to look for spoilers or never completing the game due to a failed check. And mind you that check you know is nowhere near as telegraphed and thoroughly explored for alternate options like the measurehead challenge that one is just out of left field. Now I'm ok with always having a percentage to fail but the minimum I find somewhat reasonable is d20 automatic failures on a 1, that being a 5% chance you can take further down to 1% chance to fail even if you're extremely competent. 2d6 systems however are just designed for an actual human on actual tabletop deciding 'You don't need to roll, you succeed' but this being a computer game always forces even the best possible outcome to fail 17% of the time on top any other disadvantage: too swingy and not enjoyable imho.
Your chances of rolling 1+1 on 2d6 are 1/36, or about 3%. No idea where you got 17% from. Also, passing a check feels good because there is a chance of failure. Without that it's just a glorified dialogue option. And with the disappointment of failing an easy check comes the joy of passing a really hard one. You can't have one without the other. And that's not even getting onto how success is not exactly what this game is about
Can you please consider separating the gameplay/roleplay into a separate video from your psychology analysis/lectures? My brain has trouble context-switching back and forth between the two mindsets multiple times in one video.
I know backseat gaming is part of the reason we watch this on youtube, but dammit Brady.. the bridge is the other way
The bridge itself looks closed, but go left of the pawn shop - there'll be a walkway re-connected. (sorry for more backseating)
@@thelxr what's a bit misleading is that the actual bridge stays closed at all times because of the strike and the murder, Kim even mentions that he had to request the bridge be lowered for him to arrive. It's the *waterlock* that you can cross.
@@kasyanchik True. Disco Elysium does require a bit more attention and memory of past events, than in a long play format, TBH, so who can blame Brady? :) I had a bit of trouble finding the waterlock overpass myself on my first playthrough
Never noticed the Kim and horse faced woman/ Harry and wig man comparison. Very smart Brady very very smart
"I will resist going on a tangent" is the biggest, most bald-faced LIE I've ever heard 😂
I think you can cross the bridge now, it is a Tuesday. You just don't actually walk to the bridge , it is down, pass the workers.
And you can break the door inside a book store, it opens a new location for exploration.
you mean wednesday
@@pomamoba it's friday though
you can open the bridge now for sure
Guidance upon request [SPOILER FREE]
You need to go explore the west section of the map by crossing the bridge, not the large one you suspected but a smaller one above and to the left of the checkpoint next to the pawn shop.
East side there a things yet to do at the book store.
And if you recall finding potential clues while alone, it may be worth while to go back to them with Kim by your side.
Yeah Brady forgot all about pursuing the investigation on the doorbell / phone outside Whirling early on when other things took precedence. Might be the best place to start before meeting anyone new at Revachol west.
During this playthrough, whenever Brady talks about symptoms of depression/mental illness that I really identify with, I think "Hmmm... Maybe I need therapy..." Like seriously, it's a little cathartic just to listen to him explain how all of these things work in such a didactic and knowledgeable way.
don’t forget you can always talk to people again for other dialogue, especially when the day rolls over. I understand wanting to actually progress the game tho 😂
I wonder, is it a coincidence that the investigation seems to have run up against a wall at the same time that we've started to refuse investigating our own subconscious?
the second half of the map opened up on the morning of day 3, I believe you haven't even seen that yet
Yes, just go south over the floodgate
Calling Kim Kimothy in the fake story is hysterical x)
Yeah, the merc's story gets really fucking dark, the skills aren't just warning Harry, they're warning *you*, the player. Sort of like a Content Warning. If you're censoring the word "r*pe" in your playthrough, you definitely don't want to go there.
Allthough i think its very important for the narrative to listen to the war crime retelling, i can understand not wanting to.
I think as long as it is understood what the hunged man was (a monster) then not listening to the full retelling is fine
You need to actually throw the lever on the left side of the bridge, it won't open by itself, I don't think.
There's the canal, and there's an entire unexplored building near the Whirling-in-Rags that you might want to check out.
Oh, but you WILL be playing it for the rest of the year! And it will stick with you for the rest of your life.
Water lock next to the pawn shop and the secret door in the book store are the two biggest things you can do right now. I've been really enjoying your playthrough. Thank you for keeping at it so long.
I CANNOT WAIT until you get to some of late game scenarios, it's gonna be epic.
It's gonna be HARDCORE TO THE MEGA
Like others have mentioned, you can probably cross the canal now. Down past the pawn shop, lower left part of the map.
Also, I cannot recall: did you ever check out the back rooms of the bookstore? Interesting stuff back there.
Oh, and wanted to say don't forget you can change your outfit to get bonus points for those tough checks!
No, he didn't.
Brady, check the curtain in the book shop. There is a whole area there!
minor backseating if you want it
crossing the bridge is the main thing now, it's southwest. there's a lot of optional things too. dont forget you can talk to kim!
"is this telling me i might throw up if i hear it" yeah irl
You can cross the bridge now (it's more to the west of Roy shop)
And you could investigate the room behind the curtains in the Book shop
There's still the question of Borsht not resolved
Tip for the future: it’s possible to complete the game without ever investigating the body. If you’re ever feeling like the only way to progress is to pass a single check, you’re missing something. (In this case, like everyone’s said, the water lock)
I’ve just caught up with your play through of this game and I’m so glad I found it. I keep coming back to DE when I feel existential or particularly down and your commentary and input as a therapist really helped me reframe a few things in my head. I can’t really afford therapy right now, so the few bits of info that resonated with me helps a lot. Thanks Brady!
Okay imagine you’re first person perspective. You’re going south down that street toward the bridge, the enterprising lorry driver is to your right, Roy’s pawnshop to your left. You turn left after Roy’s pawnshop where the workers are. There’s this smaller latch walkway, that’s is what creates a path over the inlet to the fishing village. There are lots of new people there that need therapy! You gotta talk to them all! 🫨
The amount of dialogue every streamer misses because they picked the line with a list of options before, asked one and moved on, to never go back to them
Do check out what's behind the curtain in the bookshop too, it's pretty cool.
A unique and intriguing series, keep it up please!
Your playthrough made me replay Disco Elysium as well ❤
I'm following the places you visited but with different choices and more lucky rolls 😂
The bridge incident
You can cross the river via a little waterlock past the pawnshop, lever next to what was a broken butter banner
Other than the bridge. You can still open that door in the library. If you remember, the lady didn't want you to go in there, but breaking the rules goes well with the new villain arc
Talk to Lena, the wheelchair lady. Also, you can check that waterlock on the south.
When you make fun of your skills, that counts as role playing negative self talk
Not to backseat but to help there is a big part that is not explored inside the library
It just occurred to me that the reason I think of the Hardy Boys as one character might be because Titus's posse serves a similar role to your skills.
I'm surprised that Kim doesn't say anything about the pinball machines, during my playthrough I found out a bit more about his history and he used to play plenty of pinball. I guess he's just staying professional and he only opens up about his private affairs when you ask about it under the right conditions. Kim is the somewhat cold but steady rock that allows Harry to go wild. I think Kim is fine with it and even enjoys it a bit unless Harry goes way way too far and wild.
As others said: check the building west of the cafeteria. As with most things there are multiple routes and options. Check the pedestrian walkway next to the bridge.
As someone else said, Brady got into the pinball room through the roof, and you only get Kim's dialogue about his past if you go into the pinball room through the blue door. Really strange choice by the devs methinks.
You joke but there's enough left you really could be on this the rest of the year. And there's still almost a dozen characters that I'm gonna to be fascinated to see you break down.
I won't go into spoilers, but previously I commented on Harry getting the bright idea of being a super cop. You might want to run through dark areas and back rooms with Kim around and see if you notice anything you've missed. Come to think of it and having checked this quickly, you've missed an entire area and characters where you've explored so far. Early on in your playthrough you said you would "get back to investigating it", but I think by now you've totally forgotten what it all was. Maybe check the doorbell / phone outside Whirling again?
Also as others have mentioned you have a whole another part of the map open for you now with many new characters to meet - just have to cross the canal by operating the bridge first.
You've had really really bad luck with rolls in your playthrough, I don't know what's up with that.
Supercop arc let's go! I get the sense Brady would be great to play D&D with
Hey, in regards to the room fee, I would recommend talking to a few people in the soon-to-be-unlocked part of Martinaise. I suspect it's going to be a few episodes away, but you still have time to figure it out :)
Don't forget that you can switch up your clothes to boost skills for unlocking white rolls, as an alternative to spending skill points.
"KIM WE NEED TO DO THERAPY WITH THE YOUTH OF REVACHOL ITS FOR THE GOOD OF THE CASE!!!"
Hmmm… if you want something quick and easy to do that can get you a lot of EXP Brady, I would recommend looking at the doorbell to the left of the hole in the gate to enter the murder scene! If you haven’t done it already, there should be a few options there that get some easy EXP! 😊
Reminder that there's more in the bookshop as well
1. Great to see another episode of DE. Sucks that you failed that check, that's just unfortunate.
2. Why is the last Yakuza playthrough part 4 weeks old at this point? Now that game is ACTUALLY BIG, so with a speed like that...
There are actually two options where you can go:
- In the corner to the left of the pawnshop there is a switch which opens you a way to the another side of the river
- Also you can explore bookstore a little more... But it's up to you
Listening to the Scab Leader talk still gives me chills. In a bad way
kind of fitting that in an episode about failure, you failed to find the way to progress, eh? 😄 loved the results of that failed rhetoric check, first time I've seen it despite the three playthroughs I've already sunk into this game! I love that Kim actually understood what you were going for, and tried to back you up lol.
RE:Euro Brady, I like to think that it's okay to lie to yourself as long as you're honest about it.
walk around! you'll find stuff. not just the thing other people have mentioned, there's plenty more to explore on this side too
Iceberg huh? Then we need an Icebreaker 🙂
The bridge is open it’s a smaller bridge only meant to cross on foot almost behind but beside the pawn shop it’s that spot were you and Kim bummed some food off that one character if you remember that lol
Oops things got too real with the psychological root of evil
If you still need specific instructions. To go across the bridge first go to Roy's pawn shop. Then go past the shop where the workers are standing and left to the water's edge. There should be a lever there to switch that will let you across. Enjoy.
Oh you already interacted with the traumatizing artifacts in the ledger.
Don't pay Garte yet - just a small non-spoiler tip
16:16 pero? spanish detected, deploy the **a webo**
❗
How kind of you to say you feel like Europe would better suit you than the US. As a Dutch person who has travelled around the EU and Asia, and being aware of the state of public facilities and all that in the US, I can quite imagen why you feel like that. But to "kick in an open door" as we'd say in Dutch: Europe has its own flaws. Its not paradise by a long shot but I do love my public transport and "sociaal vangnet" that will catch those people who otherwise fall into an abyss of problems.
Please explore the map more :)
you can go down the coast! it's past the pawn shop!
Euro Brady? No, I'm a Brady!
13:33 pain
I don't know if you've done this already but you should open Harry's notebook again and theres a secret compartment in it that has a letter in it. I don't want to spoil anymore of it but its a really crazy moment in the game
Hell yeah.
The fact that he rolled a one and a two with Titus twice in a row was really funny
don't forget that doing drugs, smoking or doing alcohol can also unlock white checks :p
Also, remember that this is a branching story line, just walking around and exploring/talking to peeps is just as valid as trying that check a bunch of times.
Consuming substances can make a check easier but they don't unlock white checks. You can only unlock white checks by investing a skill point or changing something in the surrounding circumstances to get an extra bonus, the things like "+1 surreal play" in the Rhetoric check. Unfortunately the latter are difficult to plan for in advance
Damn, I'm early for this one.
I am truly regretting having stayed up way too late many nights binging all of these. Now I am checking every day for a new one, and IT SEEMS LIKE HE HAS ABANDONED THE SERIES! NOOOOO!
Don't worry, not abandoned. It's only been 6 days 😄 I've just been really busy this week and haven't had time to record
@@eurobrady Oh, thank communism! ;)
K I M O T H Y
I know it’s another horribly long game but I’d love to watch your take on persona, 3 is about grief and learning to live despite death, 4 is about the truth, your true self and accepting all of yourself and 5 is about anger , rage even and overcoming it and using it to fight injustice (not to scare you off but it is political hahaha) but it’s all very psychological albeit less skill fully done than this game
No defensive mechanisms, only Offensive ONES 😘
1 and 2 on that check noooo
People are telling you to cross the bridge in the west. There's nothing particularly urgent that way but there are new people and stories to explore if you want a change-up. Most if not all of them would yield new therapy tangents.
With the way you're doing this series spoiling yourself a bit on what situations you can encounter in certain places on the map (not *outcomes* or answers to mysteries, just situations) probably wouldn't be the worse thing in the world. You could plan routes and tangent topics a bit in advance if you wished
is this one gonna get demonetized because of mr right to work
nah he moved out of the war crimes talk
You also didn't read all the case files in your leagder
honey,,, sorry i got to go,,, new brady DE video droppe
Things you can say both in the bedroom and when watching Brady: "I love it when you get Freudian with me"
when next ep?
Been a really busy week, I'll have something up in the next few days. Appreciate the patience 🙏
@@eurobrady your videos are my way to cope with reality
go west.
isn't the water lock fixed on day 3? i thought you've already been to the fishing village
didn't you talk to idiot doom spiral or am i imagining things
He has not and I am so ready for that interaction
Hmm, is he fugged for no confronting Klassje on her lies?
There are a few people in Whirling you should talk to. The smoking man is down there now (guy in purple leaning on a post) and the 2 people in black jump suits sitting at a bench near the smoking guy.
Also there's A LOT in the doomed commercial district building. Enter through the book store. The book store owner will yell at you, but use your inland empire mojo to talk your way in. Lots in there!
I feel strongly you would have a more compelling/complex playthrough if you allowed the character to use drugs to pass the checks. I mention this not intending to tell you there is a wrong way to play, but you would likely find it is a more psychologically rich direction for your purposes.
At first I thought the failures were clever enough to see but if there is one thing I would convince the developers to do is to automatically succeed any roll above 70% or so: your stats *should mean something* but in this game with 2 six sided dice they barely do anything: this game just encourages you to save and reload (The infamous save-scumming practice) instead of actually having something interesting to say on failures because you're set up to fail and nothing but save scumming reliably works to move forward on a character direction that makes sense: dice rolls get in the way of the narrative in this game.
there are pretty reliable ways to reset the white checks. It might encourage save scumming in some ways, but it's usually a bad idea to with this one. Even if you fail a check, there are usually different solutions to the problem that will still work. Trust the process i guess.
A non-spoiler example (for this playthrough) of this is measurehead as an obstacle. You can either try to beat him with a roll that is almost impossible for most playthroughs, or you can become a racist, or with a bit of exploration you find the shortcut at cuno's little hut and you can bypass having to do either.
I can get all meta here, in that this game is pretty obvious in that it's not trying to make you feel good all the time. In fact, day 2 is actively depressing for most people. But i think that the variability of dice rolls does add something to the game, after all, we'd not have had these amazing successes and failures during this playthrough that are now quite memorable/memeable.
An autosuccess calls for an autofailure, it feels.
@@limo_was_here I understand the intention, I just think it goes too far in the failure direction: Double one is always a failure. On a 2d6 roll that's almost a 17% chance of failing *ANY* roll even if you are so competent it should be doable almost without trying, it can even lock you out of completing the game unless you spoil yourself btw: 17% chance of people either going to look for spoilers or never completing the game due to a failed check. And mind you that check you know is nowhere near as telegraphed and thoroughly explored for alternate options like the measurehead challenge that one is just out of left field.
Now I'm ok with always having a percentage to fail but the minimum I find somewhat reasonable is d20 automatic failures on a 1, that being a 5% chance you can take further down to 1% chance to fail even if you're extremely competent. 2d6 systems however are just designed for an actual human on actual tabletop deciding 'You don't need to roll, you succeed' but this being a computer game always forces even the best possible outcome to fail 17% of the time on top any other disadvantage: too swingy and not enjoyable imho.
Your chances of rolling 1+1 on 2d6 are 1/36, or about 3%. No idea where you got 17% from.
Also, passing a check feels good because there is a chance of failure. Without that it's just a glorified dialogue option. And with the disappointment of failing an easy check comes the joy of passing a really hard one. You can't have one without the other. And that's not even getting onto how success is not exactly what this game is about
@@limo_was_hereYou can also steal the sleeping dockworker’s keycard and access the docks that way.
Can you please consider separating the gameplay/roleplay into a separate video from your psychology analysis/lectures? My brain has trouble context-switching back and forth between the two mindsets multiple times in one video.