Part 14: Hopper Rouley and the Party Members Who Don't Do Anything
Hopper Rouley and the Party Members Who Don't Do Anything
When we last left Hopper, he was making a critical decision whether to enable Henry VIII's constant remarrying to preserve England from civil war - oh, no, he was just resolving a dispute between two unbelievably petty assholes. Carry on.



As much of an asshole as Coronzon is, he's completely right here. I assume Jerana and Odalah are fairly close, but I can't imagine the crown prince showing up with armed men is a fairly popular act. Remember, Mushom was at the gates of the town - I doubt this is just a small bodyguard detachment.


Jesus Christ, what an asshole.

We get one option, and that's to leave town.

Holy shit! I've complained about the stage directions before, but how fucking stupid do they think their playerbase is? Also, Hopper's a narrator now? I don't remember him muttering little soliloquies like he made a mad dash out of Elizabethan theater.


There's a lot wrong with this particular set of words and image, I don't know where to begin. First, the stage directions are completely redundant with the spoken text. "Had the lecture on our goals and reasons" is just clunky and sounds like a bad satire of either a public school teacher disciplining a kid or a corporate bureaucrat explaining the new buzzwords that they hope will let them see a titty in real life. The most grievous sin, however, is that the two guys with their backs to us are Mushom and Ake, the people we literally just fucking met and traded names with.

See that guy? He looks nothing like the two dudes we met, and is dressed completely differently. You could have just had a scene with his back to the camera, Hopper facing us, and maybe something like this.
Dialogue The Great Evil King Wrote Himself posted:
: You're a new face. I'm sure Prince Treeg told you what we're here to do, but I'd like an introduction please.
See that? The dialogue explains why Hopper is there and what he plans to do without using valuable screen space on stage directions and other stupid shit. Ash of Gods devs, you might want to have a talk with your editor.

There's one reason I can think of why they didn't do this, and I'm not going to spoiler tag it because it's a route not taken. If we'd taken the other route at the tower, we would have run into the Albius guard watchtower where Stein was standing guard. After we left, Krieger would have suggested going back to murder him and we could have presumably deleted him from this scene. It's still incredibly clunky.

"don you not". There have been a lot of typos in this script so far, but this really stands out. Remember, these guys have gone through a TON of editors by now, and I don't think they're getting their money's worth.



One of the other things that's really hurt by the stage directions are that their absence makes the text drier and suggests the reader take every sentence without a stage direction as a literal statement. In any other game, you could read Hopper here as cracking a joke. Here, because every emotion is telegraphed by (I AM FEELING SAD NOW) I can't tell if Hopper is supposed to be serious or not.















Remember, captain's insignias have strixes. Ironically enough, Hopper is the only protagonist who doesn't need them.



We get thrown into a private conversation with Ake.


This is the game beating us with the hag-girl connection I outlined earlier.


This is the first time we've seen anyone express fear of the girl. Gleda just expressed a mild wonder, Coronzon a vague familiarity, Treeg the respect accorded to a wise mystic. Given the curse she hit Hopper with, she might not be on the level.






Decisions lie before us
TWO votes this time! The first vote is, which way do we go? Remember, we have riddles to follow.
Follow the guiding one. Collect the seven parts of wisdom. Read and be saved
The signs should be found in burnt-out coals, ruins, or a place where there's no water
Or we can say fuck it and not listen to strange witches.
The other vote concerns the curse. We do not track strixes as hopper. Instead, every few days we get a pop-up telling us we can resist the curse, which will raise the game's difficulty, or give into the curse, which will lower Blance's stats but not raise the game's difficulty. There are a few more things to note:
-The game's difficulty isn't an arbitrary setting, it raises the power of the Reaping in the upper right corner. This doesn't just make combat harder, but (according to the devs) makes random encounters more likely to fuck us over.
-We can immediately lower the difficulty after resisting the curse. This does not, however, prevent it from having an effect on the ending.
I need a strategy - do we always give in? Always resist? Give in until the curse hits a threshold?
Choose wisely, goons!
Edit: Place descriptions
When you click on a place on the map the game gives you a short description, something I completely ignored in my playthrough but might be helpful here;
Gebonan Watchtower: A remnant of Gebona's former glory. A decrepit fortification on the Berkanan road, garrisoned by the Jeranan border guard.
Watchtower: A modest fortification that houses Albius patrols and toll collectors
Dead Spring: An ancient spring with stone slabs complete with a water trough. Dried out many years ago.
Serpent Creek: A green glade encircled by mountain pines, infamous for its abundance of venomous snakes. A narrow creek flowing through it disappears into the rocky hillside
Free-miner's hut: A crooked hut where a crazed free-miner has lived for twenty years, trying to find gold in the spring water of the Mannaz.
Burnt mill: Testimony to the stubborn miller failing to construct his mill on cursed ground. Only after the third mill was struck by lightning did he give up the idea.
Abandoned Camp: A tiny mountain glen traversed by the forsaken road and dotted with black fire-pits and the remnants of burnt-down structures.
Dynford Village and the menhir we've seen.